FilaToon / Cell shaded rendering with Filament

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  • Could also use this product to add ambient occlusion to the figure.

    https://www.daz3d.com/cgi-mesh-maps-for-genesis-9

  • 3Diva3Diva Posts: 11,970
    edited April 4

    Imago said:

    I have a quick question: Someone managed to have fully working transmaps in Filament but I can't find any new clues about it. It all started with a new product which had billboard grass with transmaps.

    Anyone knows?

    Transmaps with the FilaToon shader has been fixed for a while. Do you have the lastest version of Daz Studio installed? Make sure you're using the Filatoon Shader. Make sure the transmap is in place. 

    If you have Easy FilaToon the "Hair Prep" Shader Preset and the "Environment Base" Shader Preset both preserve the transparency maps/ cutout opacity maps. I believe V3D's Filatoon product also can preserve trans maps (at least that's what I read, I don't own the product). You can, however, manually reapply the transmaps after using the Filatoon shaders that come with Daz Studio, if you prefer to do it by hand. 

    The key is to adjust the PBR Masked Threshold. Most trans-mapped hairs and foliage seem to look best at a very low PBR Masked Threshold value (at least in my experiments). Every trans map is slightly different, though, so you'll want to adjust that setting accordingly. 

    Before and after:


     

    Trans Maps in Filament.JPG
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    Hair - Before FilaToon Small.png
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    Hair - After FilaToon Small.png
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    Post edited by 3Diva on
  • HighElfHighElf Posts: 373
    edited April 14

    some experiements and an idea for a faux coverart.

     

    Easter Coverart.jpg
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    Post edited by HighElf on
  • Richard HaseltineRichard Haseltine Posts: 107,869

    Your image isn't showing - gallery links directly to an image expire now..

  • HighElfHighElf Posts: 373

    Urks. Whose idea was that? 

  • 3Diva3Diva Posts: 11,970

    @HighElf The bunny in the bag is so cute!

  • HighElfHighElf Posts: 373

    3Diva said:

    @HighElf The bunny in the bag is so cute!

    Yeah, I love it, too. The asset is called "Pufflet The Bunny". I don't know why, but it is no longer available for purchase here in the store. So I couldn't credit it in the gallery.

     

  • necroscensionnecroscension Posts: 124

    HighElf said:

    3Diva said:

    @HighElf The bunny in the bag is so cute!

    Yeah, I love it, too. The asset is called "Pufflet The Bunny". I don't know why, but it is no longer available for purchase here in the store. So I couldn't credit it in the gallery.

    Hypertaf had left Daz, went to and left another store(s), and is now selling their items on Artstation.

  • HighElfHighElf Posts: 373

    HighElf said:

    3Diva said:

    @HighElf The bunny in the bag is so cute!

    Yeah, I love it, too. The asset is called "Pufflet The Bunny". I don't know why, but it is no longer available for purchase here in the store. So I couldn't credit it in the gallery.

    Hypertaf had left Daz, went to and left another store(s), and is now selling their items on Artstation.

    bummer. the bunny is cute.
  • HylasHylas Posts: 5,221
    edited May 4

    Hey gang. I haven't been around much lately but I'm still alive! I've been messing around with Filatoon lately, and more specifically with Nirv Zero, and how her skin can work with male shapes. I'm sharing some maps that can be overlayed onto Zero's skin to make it more versatile.

     

     

    nirv masc 02.png
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    nirv masc 01.png
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    nirv masc 03.png
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    Post edited by Hylas on
  • HylasHylas Posts: 5,221
    edited May 4

    CHEST ADJUST needs to be overlayed to the torso diffuse map, and will make the chest region just a little more masculine.

    GLUTES FOLD GONE needs to be applied to the diffuse maps of both torso and legs. This removes the baked-in fold underneath the glutes (which looks good in some poses but not others, regardless of the characters gender.)

    FACE ADJUST needs to be overlayed to the normal map of the face, and it tweaks the shadows underneath the eyes a little. You can also play with the strength of the normal map, I set it to 0.75 in the above example

    I also attached the shape sliders of the above character.

    Nirv_Zero_Body_Color_02_1002 - CHEST ADJUST.png
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    Nirv_Zero_Body_Color_02_1002 - GLUTES FOLD GONE.png
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    Nirv_Zero_Legs_Color_02_1003 - GLUTES FOLD GONE.png
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    Nirv_Zero_Head_Normal_1001 - FACE ADJUST.png
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    nirv masc 06.png
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    Post edited by Hylas on
  • TheNathanParableTheNathanParable Posts: 1,089

    All the pictures showing your male character are broken.

  • HylasHylas Posts: 5,221

    TheNathanParable said:

    All the pictures showing your male character are broken.

    strange... perhaps too many large PNG's in one post? Perhaps it helps if I stagger te uploads like this?

    nirv masc 04A.png
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    nirv masc 05A.png
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  • vrba79vrba79 Posts: 1,432

    Hehe! We're already getting Filatoon lifehacks.

  • Fragg1960Fragg1960 Posts: 363
    edited July 1

    Been away from Studio for a while and catching up on things--one of which is the (relatively) new Filatoon shaders and the Filament renderer.  I have read and compiled as much information as possible on using Filatoon (casting shadows appears to be more tricky than IRay).  I have reproduced all the information below that I have compiled from various sources including this forum (I take no credit for any of this knowledge--I have no knowledge).  Even taking into account everything below, I still can't get a damn spotlight to cast shadows.  I can cast shadows with a distant light and adjust the intensity in various ways with no issues, but cannot get drop shadows to work with anything else.  If you were to hook me up to a lie detector test as to how closely I think I followed the process below, I would pass, but I have to be missing something and I don't know what it is and it's driving me nuts.

    Here's what I have compiled and tried to follow to get cast shadows with a Spotlight (is any of this incorrect?):

    Open a Scene and add the Basic FilaToon Environment, which spawns a Distant Light and Filament Draw Options.  Be sure to change Distant Light Shadow Type from None (default) to Raytrace.

    1. Enabling and Controlling Shadow Casting:

    • Shadow Caster: Ensure that the surface of the object you want to cast a shadow has the "Cast Shadows" setting enabled in the FilaToon Shader options.
    • Shadow Receiver: Similarly, confirm that the surface receiving the shadow has "Receive Shadows" activated.
    • Tweak Shader Settings: Within the shader settings, explore options like "Shadow Smooth" and "MatCap" to refine the appearance of your shadows. 

    2. Light Source Configuration:

    • Only one Distant Light works at a time.  Filament only "reads" one distant light (whichever one is highest up on the list in the Scene Tab) and if it's set to "Shadows >> None" it can override shadows cast by other lights.
    • Point lights do not cast shadows.
    • Spotlights can cast shadows, but you have to enable the Shadow Type you want in your light source settings.
      • Make sure to increase Ray Length to 100 (unless you are trying to do something fancy).
      • Also in Light/Shadow Type, switch to Raytrace (unless, again, you intentionally do not want shadows cast by the light).

    Spotlight geometry does not do anything to the light or shadow. The only way to adjust spotlights is brightness and angle. (If you want a point light that casts shadows, use a spotlight with the angle increased to 180). If you light your subject with a spotlight and not the distant light, you will get the dark shadows.

    If you are using distant light, keep in mind what parts of the scene might be blocking it. You can either hide those elements or go into the surfaces and set Cast Shadows to Off.

    You may also want to adjust the Ambient in the scene to something darker to make the lighting look more contrasted.

    3. Filament Draw Options:

    • On Filament Draw Options, filter menu for Shadow. Up the Shadow Map size to 4096 or more (I find the default 1024 usually creates blocky shadows). Shadow Cascades bumped to 4 often helps, if you have a lot of stuff going on.
    • Tone Mapping and Color Grading: Experiment with settings related to shadows within the Filament Draw Options, as well as Tone Mapping and Color Grading, to achieve the desired visual style.
    • Experimentation: Combine different settings and lighting arrangements to discover the shadows that best suit your artistic vision. 

    4. Additional Considerations:

    • Light Rig Setup: Consider using specific lighting setups, like spotlights, and adjusting their ray length to influence shadow behavior.
    • LUT Shaders: Applying FilaToon LUT shaders can contribute to smoother shadows and highlights.
    • Filatoon Options: On the surface tab for your character's skin you'll see Filatoon options added after you add the shader. You can play with the Filatoon options the shader added [marked in purple] which do all kinds of things like add rim lights and increase the shadow strength as well as making the shadows hard or soft.
    • Lower the intensity of the Distant Light so it does not wash out the Spotlight Shadows.
    • You may need to play with the environment weight on items to control shadow darkness.

    I'm trying to get a noir shadow look, if it helps.  Any suggestions to keep me from banging my head against the wall will be appreciated.  

    Post edited by Fragg1960 on
  • cnickel2000cnickel2000 Posts: 7
    edited July 1

    Fragg1960 said:

    I'm trying to get a noir shadow look, if it helps.  Any suggestions to keep me from banging my head against the wall will be appreciated.  

    I know this is in the guide you posted, but did you lower the intensity of the distant light? I will often drop it to 50-60% in conjunction with spotlights in a scene if I'm trying to get shadows from those. Also rotating the figure with yrotate so it's not straight on can help adjust where the shadows are falling if you haven't tried that already.

    Post edited by cnickel2000 on
  • Fragg1960Fragg1960 Posts: 363
    edited July 1

    Thanks.  I'm also looking at products like Easy Filatoon just to see what is technically possible with the shader.  If you look at the screenshots from the Easy Filatoon promo (attached), you see some pretty hard, dark shadows, so it seems to be possible to do, just not sure how to control the effects.

    Easy Filatoon.png
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    Easy Filatoon2.png
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    Post edited by Fragg1960 on
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