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Daz 3D Forums > Search
  • Anime Toons and Filatoon Shader Q&A

    Mada said:

    scorpio said:

    Is this an actual Shader - ie it can be applied to anything? 

    Does the latest version of DS 4.23 work in windows 10, I've got the impression that it needs windows 11?

    Yes it is an actual shader and it can be applied to anything - and then use Filament to render it out. The scripts supplied will create an outline and set up the shader in your surfaces tab, then you can tweak till its how you like it.
    I prefer to disconnect all the other maps and only use a base map, and then tweak the rim lighting.

    I am not sure about the windows 10 question, I will ask. I however don't think that's the case. Edit to add - yes it works fine on Windows 10

    This is really great news to hear.  I have some old Toon characters I made for Dawn and Dusk 1 (Tina and Tommy) and I might just see how they look with the new shader and render options.  

    By

    RAMWolff RAMWolff October 2024 in The Commons
  • Filatoon tips and tricks

    I think a tips and tricks thread is a great idea. I've never used filament, so something like this for using the toon shader is great.

    By

    Faeryl Womyn Faeryl Womyn October 2024 in The Commons
  • What About G8 Essentials and Dforce Essentials ???

    Richard Haseltine said:

    Faeryl Womyn said:

    Ok will grab them as well and I've been reading and seeing the filatoon renders and people's opinions about it, it's very much loved right now lol

    I'm wondering if you can use dforce with this new filament?

    Filament is just a name, it has nothing to do with being made of strands.

    I'm not understanding your answer, what strands are you talking about? I was asking if dforce works with and looks good in filament, as well as filatoon. 

    By

    Faeryl Womyn Faeryl Womyn October 2024 in Technical Help (nuts n bolts)
  • Anime Toons and Filatoon Shader Q&A

    ainm.sloinneadh said:

    crosswind said:

    ainm.sloinneadh said:

    I'm not quite grasping how to overcome the optical illusion eyes. With filament rendering from the viewport, I can't figure out how to change what is seen in the render. There are no sliders to change the direction the eyes point in - only how well they stick together in the same direction. I've been mostly using them on the G9 mesh (not the anime G9 mesh). I wonder if that's why I'm missing something here.

    If you don't own Look At Me II scripts...  https://www.daz3d.com/look-at-me-ii-pose-control you either can tweak eyes rotation by using Point At to a Camera or a Null node. Or, tweak eyes rotation by using Eye Look... Pose Control properties.

    Thank you kindly! Seems I can only get them to work when I load a new figure. The posing controls don''t do anything if I add the toon socket and iris onto an existing genesis 9 save, which was what I was trying to do.

    I checked... it works on my side with adding socket / floating iris to the existing G9 figure. And you also need to delete Genesis 9 Eyes node ~~ as below SS.

    By

    crosswind crosswind October 2024 in The Commons
  • Anime Toons and Filatoon Shader Q&A

    crosswind said:

    ainm.sloinneadh said:

    I'm not quite grasping how to overcome the optical illusion eyes. With filament rendering from the viewport, I can't figure out how to change what is seen in the render. There are no sliders to change the direction the eyes point in - only how well they stick together in the same direction. I've been mostly using them on the G9 mesh (not the anime G9 mesh). I wonder if that's why I'm missing something here.

    If you don't own Look At Me II scripts...  https://www.daz3d.com/look-at-me-ii-pose-control you either can tweak eyes rotation by using Point At to a Camera or a Null node. Or, tweak eyes rotation by using Eye Look... Pose Control properties.

    Thank you kindly! Seems I can only get them to work when I load a new figure. The posing controls don''t do anything if I add the toon socket and iris onto an existing genesis 9 save, which was what I was trying to do.

    By

    Ainm Ainm October 2024 in The Commons
  • FilaToon / Cell shaded rendering with Filament

    I will say that it was uncharacteristically generous of Daz3d to just give away the base set for the anime morphs and textures.

    From what I can tell this shader replicates a lot of the looks you could get with PWToon.

    The one major failing the Filament engine has is with transmapped hair. Some hair looks alright with the transmaps turned off, others not so much. So, there's gonna be a some trial and error there. My suggestion: Go digging through your older hair collection.

    By

    vrba79 vrba79 October 2024 in The Commons
  • Overexposed, No Lights In Scene

    Elor said:

    Another possibility: if you're using a recent version of Daz Studio (a recent beta for Daz 4.22 or the last release, Daz 4.23), Daz changed the default value for Burn Highlights and Crush Black in Tonemapper Options (before, they were set at 0.25 and 0.2, now they are at 1 and 0 (it was done to get Iray closer to Filament, I suppose in preparation for Fila-toon)) which will change how a scene look (at least with scenes created with a version with these changes active: they should not apply retro-actively).

    Oh! Is that why it happened? I thought I'd accidentally messed something up when I noticed that :/  I guess I need to pay more attention to the changelogs!

    By

    SofaCitizen SofaCitizen October 2024 in Technical Help (nuts n bolts)
  • Anime Toons and Filatoon Shader Q&A

    ainm.sloinneadh said:

    I'm not quite grasping how to overcome the optical illusion eyes. With filament rendering from the viewport, I can't figure out how to change what is seen in the render. There are no sliders to change the direction the eyes point in - only how well they stick together in the same direction. I've been mostly using them on the G9 mesh (not the anime G9 mesh). I wonder if that's why I'm missing something here.

    If you don't own Look At Me II scripts...  https://www.daz3d.com/look-at-me-ii-pose-control you either can tweak eyes rotation by using Point At to a Camera or a Null node. Or, tweak eyes rotation by using Eye Look... Pose Control properties.

    By

    crosswind crosswind October 2024 in The Commons
  • Anime Toons and Filatoon Shader Q&A

    I'm not quite grasping how to overcome the optical illusion eyes. With filament rendering from the viewport, I can't figure out how to change what is seen in the render. There are no sliders to change the direction the eyes point in - only how well they stick together in the same direction. I've been mostly using them on the G9 mesh (not the anime G9 mesh). I wonder if that's why I'm missing something here.

    By

    Ainm Ainm October 2024 in The Commons
  • Anime Toons and Filatoon Shader Q&A

    Silent Winter said:

    ArtsyDragon said:

    Okay, I'm slowly getting it. Here is the question:

    When I go to render, I get a warning message that says WARNING! Obscuring the viewport during an OpenGL render may corrupt the final image.

    How do I render without this error? Am I doing something wrong? I have never used Filament before so please educate me. I am dull witted.

    I didn't see this answered so:
    It's more a warning than an error - you can happily click 'ok' and it'll render. If you don't want to see the warning every time, just click the select box for "don't show this again" . It's just letting you know that if you open a bunch of stuff over your render area while rendering in OpenGL, it might muck up your render. So...don't do that ;)

    Edit: It'll give that warning whether you have the viewport obscured at the time or not. It's not something you did wrong.

    Thank you @Silent Winter I was worried I wasn't rendering right. :)

    By

    ArtsyDragon ArtsyDragon October 2024 in The Commons
  • Overexposed, No Lights In Scene

    Another possibility: if you're using a recent version of Daz Studio (a recent beta for Daz 4.22 or the last release, Daz 4.23), Daz changed the default value for Burn Highlights and Crush Black in Tonemapper Options (before, they were set at 0.25 and 0.2, now they are at 1 and 0 (it was done to get Iray closer to Filament, I suppose in preparation for Fila-toon)) which will change how a scene look (at least with scenes created with a version with these changes active: they should not apply retro-actively).

    By

    Elor Elor October 2024 in Technical Help (nuts n bolts)
  • Anime Toons and Filatoon Shader Q&A

    Elor said:

    I know I won't be able to render it on my Mac, but I wanted to try it to build and scene before opening it on a Windows machine to render it there, but for a reason I don't understand, the character and the clothes are all black in the viewport while the hair is not (I'm only using the default ressources).

    Is there something I did wrong or is it the intended look ?

    FilaToon Shaders are for Filament.

    You can still use them in other views, but you'd have to turn off the "Toon Outline"

    If I remember correctly, a single base figure only loads in with one. Find it in the scene pane - it's a GeoShell applied to the figure.

     

    Just so you know - when we apply a Filatoon Shader Preset to something, it will load a Toon Outline GeoShell onto it as well. So for viewing in anything other than Filament, find them (easy - open the hierarchy of anything we apply the shader too) and make Toon Outline invisible and you'll be good to go

    By

    Dartanbeck Dartanbeck October 2024 in The Commons
  • Anime Toons and Filatoon Shader Q&A

    Mada said:

    Mark_e593e0a5 said:

    If I undrestand this correctly, the shaders only work in Filament render mode - which is not available at all on Mac up until current 4.22 version. Mac users have been instructed NOT to upgrade to 4.23, so I cannot check if it has been made avilable - suppose it isn't. I really like the look of the shaders, but they seem to be not useable for me. Please tell me I am wrong.

    Unfortunately you are correct - but there are work going on behind the scenes to get it out to mac users as soon as possible. The shader relies on filament to work properly.

    Roll on Daz3D 5! The list of promises for Mac users is getting rather long now :|

    By

    TreeDee TreeDee October 2024 in The Commons
  • Anime Toons and Filatoon Shader Q&A

    Say, I've enhanced my light rig a little and now it's like the best thing since... well... since a long time ago!

    Like I've said, 

    • Distant Light (for overall illumination that evens out the character)
    • Key Light (Spot)
    • Rim Light (Spot)
    • Fill Light (Spot)

    And they're all parented inside a Null that is in the center of the scene (Ground Zero - same as Base Figure Origin)

    I call this Null: "Lighting for Anime" and save it out as a scene subset with the same name.

     

    Well I found myself trying to aim one of them and it's really difficult while it's parented to the null. So I made new nulls - one for each light. Key Null, Rim Null and Fill Null, and aprented the corresponding lights withint their nulls and those nulls are parented inside the first null.

    So now I can rotate the whole rig, each light individually around the figure's base, and I can use the dials to rotate the cameras themselves for aiming, etc.,

     

    This has made a Major difference in the ease of getting great shadows, highlights and spread fills. Very nice results!

     

    The best part is that it's saved as a scene subset after I have them all aimed up how I like them at my owm default taste. So every time I load a figure, I just load this and my Filament Draw Options Node is also a scene subset saved right next to it in the same spot. So I can just load either or both without even a thought.

    As I've said before, the Filament Draw Options Node is saved with default settings except that I've set the Headlamp to 0.00 so it's ready for my light rig.

    Thought I'd share that. have fun with it!

    By

    Dartanbeck Dartanbeck October 2024 in The Commons
  • Anime Toons and Filatoon Shader Q&A

    SapphireBlue said:

    Thank you Mada and Dartanbeck and everyone else offering information on how to use these shaders, and also those sharing your renders. It's really helpful! heart

    These shaders are super fun! And with filament, rendering is so fast. I thought I'd try the shaders on a G9 toon morph and test out a little animation to see how it fares. I was too tired to sync it to the original song audio, but wow, each frame rendered in under a second. I'm going to enjoy playing with this!

    I also tested a couple of environments, but I couldn't get those to look that good yet. Have to experiment some more.

    G9 Toon Animation Test

    Very Nice! :)

    By

    Dartanbeck Dartanbeck October 2024 in The Commons
  • pre-paid Daz membership taken away!
    Richard Haseltine said:

    Ron Knights said:

    So now again, we have a paid version of DAZ Studio. Many years ago I paid extra for DAZ Studio Advanced (was that the name?). Right after that, DAZ Studio went free.

    I just don't see any compelling new features for the paid version of DAZ Studio. It's nothing that interest me. And all those sale prices and coupons continue to confuse me.

    I can't help wonder if this new paid version is a step toward DAZ Studio version 5. Will DS v5 be a subscription only version?

    It isn't a paid (subscription) version of daz Studio - it is a subscription set of additional plug-ins, and content, and possibly other things on top of the standard daz Studio - which has had updates in the latest build and has just gained a Filament-based toon shader, so clearly not being neglected in favour of the subscription strand.

    More accurate to say that it's the removal of tools from the market - that were available under perpetual license for a fair price - and the moving of those tools to an expensive subscription/rental model. It does actually detract from the base version of Studio as users can no longer purchase those tools if needed.

    By

    doubledeviant doubledeviant October 2024 in The Commons
  • Anime Toons and Filatoon Shader Q&A

    Thank you Mada and Dartanbeck and everyone else offering information on how to use these shaders, and also those sharing your renders. It's really helpful! heart

    These shaders are super fun! And with filament, rendering is so fast. I thought I'd try the shaders on a G9 toon morph and test out a little animation to see how it fares. I was too tired to sync it to the original song audio, but wow, each frame rendered in under a second. I'm going to enjoy playing with this!

    I also tested a couple of environments, but I couldn't get those to look that good yet. Have to experiment some more.

    G9 Toon Animation Test

    By

    SapphireBlue SapphireBlue October 2024 in The Commons
  • Let's appreciate/discuss today's new releases - more ongoinger thread

    OrangeFalcon said:

    I picked up the new bundles today and have been very impressed with them.  The cell shading style works with other assets and it's great to have a different style.  The anime morphs are well done and can be used with other models, even Face Transfers.

    The best part?  Because you need to render the filament style in your active viewport, the renders are instant!

    dont want to derail, but how do you keep a new window from popping up. My side view does render, but so does a new window. The main viewport  isn;t rendering.  

    By

    daveso daveso October 2024 in The Commons
  • Anime Toons and Filatoon Shader Q&A

    This FilaToon shader will be a big boon to those porting over models like MMD or game assets for fan art. It has made those ported models look so much better and removes those ugly seams from the render.

    Still, there are lingering gotchas in Filament to be aware of:
    - Emissives do not light up objects around it (is this a limitation within Filament or has not been fully implemented in DAZ?)
    - Point lights still do not support shadows
    - Cutout Opacity is not two sided
    - Opacity issues still persist due to it being not two sided (likely)

    By

    cain-x cain-x October 2024 in The Commons
  • Anime Toons and Filatoon Shader Q&A

    ArtsyDragon said:

    Okay, I'm slowly getting it. Here is the question:

    When I go to render, I get a warning message that says WARNING! Obscuring the viewport during an OpenGL render may corrupt the final image.

    How do I render without this error? Am I doing something wrong? I have never used Filament before so please educate me. I am dull witted.

    I didn't see this answered so:
    It's more a warning than an error - you can happily click 'ok' and it'll render. If you don't want to see the warning every time, just click the select box for "don't show this again" . It's just letting you know that if you open a bunch of stuff over your render area while rendering in OpenGL, it might muck up your render. So...don't do that ;)

    Edit: It'll give that warning whether you have the viewport obscured at the time or not. It's not something you did wrong.

    By

    Silent Winter Silent Winter October 2024 in The Commons
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