pwToon question -- tiling?

Oso3DOso3D Posts: 15,097
edited September 2015 in The Commons

Does the pwToon shader have tiling?

For that matter, does:

Camera Magic: ToonyCam Pro

Skunville Noir

Manga Style Shaders

 

(I'm obviously in the market for a more robust toon technology than dzToon)

 

Post edited by Oso3D on

Comments

  • almahiedraalmahiedra Posts: 1,367

    William, I'm trying to understand what you exactly call tiling here and in other posts.  Tiling is applied to textures, so toonyCam don't need you add tiling, this works by clamping of color with the camera. So, if you have a design in the cloth texture, and you want tiling the design, then you tile the texture as usual, the camera don't have nothing to do in this part. In the case of manga style this have its own tilings because works directly with several patterns. pwToon don't erase the tiling parameters of textures, so you can use it too for tile the design in the texture.

    I don't know how works skunville noir.

    Toonycam can be mixed with pwtoon, manga style, and I hope with skunville too. Its ID outline mode is more consistent and robust than others, this reproduce the silhouette exactly, without random variations in width that affect the other outline solutions. Recommendation: Tonnycam + (manga/pwtoon/skunville)

  • Oso3DOso3D Posts: 15,097
    edited September 2015

    Ahh, right. ToonyCam is distinct, then.

     

    I had been experimenting with dzToon, and the problem it has is that there is no tiling, either per texture or on the shader overall. So if you had, say, a repeating pattern on clothing, that goes... poorly.

    So the answer would be 'ToonyCam doesn't affect shaders, so of course' and ... not sure about the others. (Have you actually applied pwToon and seen that tiling is preserved?)

    (I'm considering using ToonyCam, perhaps, with a scene that also functions as Iray; I think in Edge mode it might work)

     

    Post edited by Oso3D on
  • pwToon has tiling. Right figure has Horizontal and Vertical tiles set to 1 and left figure set to 4. This is the cartoon classic setting of pwToon and a simple texture so you can see the difference.

    tiling.jpg
    600 x 600 - 178K
  • And here is a Manga Style shader, 5 and 20 tiles (Horz and Vert). Golden Age preset

    manga style.jpg
    600 x 600 - 348K
  • MarcCCTxMarcCCTx Posts: 946
    edited September 2015

    Same thing with the toony cam. To get an outline this bold, you have to turn off the limits of the outlines.

    I should say the toony cam gives my a lot of errors (but it still renders). You can also get an ok ouline with the geometry shell.

    toony cam.jpg
    600 x 600 - 357K
    Post edited by MarcCCTx on
  • almahiedraalmahiedra Posts: 1,367
    MarcCCTx said:

    Same thing with the toony cam. To get an outline this bold, you have to turn off the limits of the outlines.

    I should say the toony cam gives my a lot of errors (but it still renders). You can also get an ok ouline with the geometry shell.

    Last changes in DS affected cameras. Toonycam worked perfectly before this. ID outline is so good that worth own toonycam even with problems. Other outline solutions lost the line when curvature is low or create raw and ugly lines when curvature is high. There is  a thread with a workaround for tc.

    http://www.daz3d.com/forums/discussion/60720/toony-cam-pro-issue-in-newest-version-of-studio

  • jag11jag11 Posts: 885

    There's a problem with brick loader in Shader Mixer in particular with variable[fixed] brick. It incorrectly switches variable names, for example if a brick referenced the u variable it got switched to Ci. That's the reason of the weird errors like 'Min' is not a parameter of shader 'brickyard'.

    I don't have this particular product but it's the same problem of the graphic art cameras which I fixed by modifying a couple of bricks in shader mixer.

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