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Daz 3D Forums > Search
  • ToonyCam Pro: Toon renders, anyone? :) [Commercial] [Contest]

    zigraphix said:
    It's so much fun to see these renders! Thanks for posting, everyone! :lol:

    Pendraia said:
    Another render using Mavka...and I've realised that I need outlineID off with some hairs or the outline of the edge of the skull cap shows.

    What you want to do there is set the skullcap to the same outlineid as the skin.

    @bad4u, that is so cute! But poor Clara won't be going there after all, since the Mouse King has her in his paws. ;)

    @gilikshe, I see what you mean-- yes, for architecture the method I use for ToonyCam is going to work better than what pwToon does. :)

    sorry Zi, but how do I do that?

    By

    Pendraia Pendraia February 2014 in The Commons
  • ToonyCam Pro: Toon renders, anyone? :) [Commercial] [Contest]

    zigraphix said:
    It's so much fun to see these renders! Thanks for posting, everyone! :lol:

    Pendraia said:
    Another render using Mavka...and I've realised that I need outlineID off with some hairs or the outline of the edge of the skull cap shows.

    What you want to do there is set the skullcap to the same outlineid as the skin.

    @bad4u, that is so cute! But poor Clara won't be going there after all, since the Mouse King has her in his paws. ;)

    @gilikshe, I see what you mean-- yes, for architecture the method I use for ToonyCam is going to work better than what pwToon does. :)

    Architecture is one. I will post another.

    By

    almahiedra almahiedra February 2014 in The Commons
  • ToonyCam Pro: Toon renders, anyone? :) [Commercial] [Contest]

    It's so much fun to see these renders! Thanks for posting, everyone! :lol:

    Pendraia said:
    Another render using Mavka...and I've realised that I need outlineID off with some hairs or the outline of the edge of the skull cap shows.

    What you want to do there is set the skullcap to the same outlineid as the skin.

    @bad4u, that is so cute! But poor Clara won't be going there after all, since the Mouse King has her in his paws. ;)

    @gilikshe, I see what you mean-- yes, for architecture the method I use for ToonyCam is going to work better than what pwToon does. :)

    By

    zigraphix zigraphix February 2014 in The Commons
  • ToonyCam Pro: Toon renders, anyone? :) [Commercial] [Contest]

    Ok. I was in a good assumption when I said that Zig ToonyCam is robust and better than PWToon, at least in two points very importants for me. It is about outlines.

    PT outline fail en some angles and in some flat geometries, It is no good for architecture and some accesories. Images 1 and 2 are thin and thick PT outline version. Outline color is blue. I tried to change parameters' outline to improve this but I don't have clue. I suspect that it can't be improve.

    Because this, I tried to do my own outline, but it is weak in object without gradual changes in curvature. Image 3, T_T

    Images 4 and 5 are one click ToonyCam, by diffuse and by node. I don't need say which is the better and consistent.

    By

    almahiedra almahiedra February 2014 in The Commons
  • Fiends Forever - find your new best fiend! | Dolls for Genesis 2 [Commercial]

    Renpatsu said:
    Cross post from another thread, but also nice in this one :) It works brilliantly to add the eyebrows to other shaders using LIE - pwToon in this case :)

    Renpatsu, THIS is just.....just BRILLIANT. I adore it.

    By

    jakiblue jakiblue February 2014 in The Commons
  • ToonyCam Pro: Toon renders, anyone? :) [Commercial] [Contest]

    Renpatsu said:
    pwToon and ToonyCam combined ...

    Very cool; it looks like a drawing, not at all like a 3D render.

    I love the style as well. It reminds me of a toony version of Patrick Nagel's art, very impressive.

    -- Walt Sterdan

    By

    wsterdan wsterdan February 2014 in The Commons
  • Fiends Forever - find your new best fiend! | Dolls for Genesis 2 [Commercial]

    Cross post from another thread, but also nice in this one :) It works brilliantly to add the eyebrows to other shaders using LIE - pwToon in this case :)

    By

    Renpatsu Renpatsu February 2014 in The Commons
  • ToonyCam Pro: Toon renders, anyone? :) [Commercial] [Contest]

    pwToon and ToonyCam combined ...

    By

    Renpatsu Renpatsu February 2014 in The Commons
  • Fiends Forever - find your new best fiend! | Dolls for Genesis 2 [Commercial]

    scorpio64dragon said:
    Out of Touch said:
    Here is an image of the Fiends Forever shape using different G2F expressions. As said above, matching MCMs are included for several Expression morphs.

    Also this Image Shows different Skin tones with different Makeups, eyebrows and eyelash Options, all coming with the Fiends Forever Base package. At this Point I want to say a big thank you to zigraphix for helping me with the custom shader that makes it able to use the included Makeups and eyebrows on any skincolor :)

    Would you mind explaining more about the
    ''custom shader that makes it able to use the included Makeups and eyebrows on any skincolor''.
    Does this mean that I won't be able to apply another shader to the skin, such as PWToon, without losing the makeup etc.
    Thank you

    This will most probably lose the Makeups, yes. But in this case you can easily bring them back to your shader setup with the layered Image editor onto the base diffuse map.

    By

    Out of Touch Out of Touch February 2014 in The Commons
  • Fiends Forever - find your new best fiend! | Dolls for Genesis 2 [Commercial]

    Out of Touch said:
    Here is an image of the Fiends Forever shape using different G2F expressions. As said above, matching MCMs are included for several Expression morphs.

    Also this Image Shows different Skin tones with different Makeups, eyebrows and eyelash Options, all coming with the Fiends Forever Base package. At this Point I want to say a big thank you to zigraphix for helping me with the custom shader that makes it able to use the included Makeups and eyebrows on any skincolor :)

    Would you mind explaining more about the
    ''custom shader that makes it able to use the included Makeups and eyebrows on any skincolor''.
    Does this mean that I won't be able to apply another shader to the skin, such as PWToon, without losing the makeup etc.
    Thank you

    By

    scorpio scorpio February 2014 in The Commons
  • ToonyCam Pro: Toon renders, anyone? :) [Commercial] [Contest]

    zigraphix said:

    While pwToon still provides the most control over outlines of any product I know of for DS...

    Nope, pwToon have two problems which are awfull for me, and I believe that your camera doesn't have these. I'm waiting for your product to compare directly...but DAZ torturing me postponing it!!!

    By

    almahiedra almahiedra February 2014 in The Commons
  • ToonyCam Pro: Toon renders, anyone? :) [Commercial] [Contest]

    I was reviewing this thread for questions and realized I'd missed one:

    SmallFry said:
    Also, any chance for presets with the set? That might make it easier to implement.

    There are a lot of presets with this camera. A preset is provided to change the Render Settings to use the script needed for the outlines, and another to set it back to the default. I provide presets for switching the type of outlines used (OutlineID, Normals, Depth), the number of shading levels, the amount of blending between shading levels, the thickness of the outlines, and specific to the OutlineID method, presets for adjusting OutlineIDs of objects in the scene or a selected object based on node, MAT zone, current diffuse color, and the name of the image file currently assigned to a MAT zone. I also have a batch of presets for figures going back to V2 and M2 to set all OutlineIDs to the same value except the eye whites and irises.

    The camera loads by default with 3 levels of shading, blended at 25%, outline thickness 1, based on normals. This will work well in most scenes, unless there is a lot of transparency on surfaces -- the normals method doesn't respect transparency when figuring out where the outlines should be. When the Render Settings script is used, the scene is scanned and all surfaces have an OutlineID parameter added, and these are set to unique values based on the node and material zone in the scene, so if you switch from Normals to OutlineID, you'll get the most outlines the OutlineID method can provide. (And it's easier to select all the surfaces of an object and set them to the same OutlineID than it is to manually set each surface to a different OutlineID.)

    In short, at every step I tried to think of ways to make this camera as easy to use as possible, while still giving good results and a reasonable amount of flexibility. While pwToon still provides the most control over outlines of any product I know of for DS, I find it fussy to have to set the parameters manually for every surface in the scene. I think this camera strikes a good balance between power and ease of use, and I hope all of you will agree when it hits the store. :)

    By

    zigraphix zigraphix February 2014 in The Commons
  • Anime Renders

    Here are some of my Hitomi renders they are quite old and I don't know if they are 'good' or not.
    I don't think any use the Visual shaders I don't think they do.
    Some use the PWToon shader.
    I usually use Hitomi mixed in with other morphs

    By

    scorpio scorpio February 2014 in The Commons
  • Crossdresser for Toon Generations available now

    Artini said:
    Very nice renders. I have bought the licence for myself yesterday. How did you do with the shoes and boots?
    Are you hiding feet on the figure? I have just tried conversion from one of M4 clothes set and the most pokethrough is coming on the boots.
    What kind of lighting are you using? Is it in Poser? Sorry for so many questions...

    Hi;

    Please don't apologize for asking questions, they're never a problem.

    The boots above converted fairly well. I add a few morphs using the program Morphing Clothes by Dimension3D (available at Renderosity). It allows you to copy morphs from the character or the original clothing. All of the clothes converted had the Toon Generations morphs injected, so the clothes could work for male and female, heavy or skinny, buff, etc.

    I didn't have to hide the feet, but I tend to hide everything that doesn't show by habit, that way when I change a pose, I don't have to worry about something new poking through that didn't show through in the previous pose.

    The lighting was Omnifreaker UberEnvironment in DAZ Studio; I also applied the pwToon shader to almost everything.

    Hope that helps.

    -- Walt Sterdan

    By

    wsterdan wsterdan February 2014 in The Commons
  • mcjTeleBlender:Daz Studio scenes/animations w/Blender's Cycles Engine

    Quick tip here for those going for comic book looks;

    1) Get pwtoon and then add the shader, such as clean drawing, to all surfaces in DAZ
    2) using mcjteleblender; Export as a scene file, set the materials process to blender fix, glass 0, rough 0, no gamma fix, current frame, collect maps, export a camera if you wish, etc.
    3) When blender opens up, set up your lighting like you want.
    4) Open up the text editor, hit new, copy & paste then run this script (either right click in the script window and select run script or hit ALT + P while your cursor is the script window) to do a blanket conversion of all textures to a toon with no specular (go ahead and fine tune this as you see fit, even add to it for more control if you want);

    # import the Blender module
    import bpy

    #Iterate over all members of the materials
    for item in bpy.data.materials:

    #Change diffuse shader to toon
    item.diffuse_shader = 'TOON'

    #Set specular value
    item.specular_intensity = (0.000)

    #Set diffuse toon smooth value
    item.diffuse_toon_smooth = (0.100)

    #Set diffuse toon size value
    item.diffuse_toon_size = (1.000)

    5) Render it to see how things look, then tweek the material and texture settings to suit your needs. Its an easy flow to get a clean comic book render that is better IMHO than pwToon alone due to the amount of control given to the blender render engine.
    To take the comic book look a step further, use freestyle in addition to the above steps.
    Happy DAZ Blending!

    By

    Levonas Levonas February 2014 in Blender Discussion
  • ToonyCam Pro: Toon renders, anyone? :) [Commercial] [Contest]

    zigraphix said:
    Happy Valentine's Day, everyone!

    This was done in two layers, for a visual novel I'm working on with a friend. Jyunko, the foreground character, has a lot of custom Visual Style shader work, but the background is really just ToonyCam on ordinary textures.

    About 4 more hours to the end of the contest!

    That looks pretty cool. I like how the Visual Style shader can be used to give the main characters a different look. I should try this with the pwToon shader...

    By

    Sphinx Magoo Sphinx Magoo February 2014 in The Commons
  • Aiko 5 -> children morph

    riccopt said:
    I want the body to look more ANIME like...
    but loading the Hitomi head on the children body seems to work... the thing is that I would like the proportions to grow just like the character... (I ma not sure I can express exactly what I want to achieve as result)

    This is one which uses the full Aiko 5 morph, but with the head dialled to -1 to negate it and replaced with Hitomi. Again, I'm using the Basic Child morph but as the full Aiko 5 morph gives breasts even with the child morph I used the following morphs to flatten the chest and make it more youthful.

    Is this closer to what you were after?

    Morphs used:
    Breast flat: 0.4
    Aiko 5: 1.0
    Basic Child: 0.6
    Aiko 5 Head: -1
    Hitomi Head: 1.0
    Breasts Small: 1

    Shader used: pwToon

    By

    Herald of Fire Herald of Fire February 2014 in Daz Studio Discussion
  • pwToon help

    The original shader and settings (G2M also has displacement maps whereas M6 doesn't) are different for the G2M and M6, I presume its this that is setting the displacement when applying PWToon

    By

    scorpio scorpio February 2014 in The Commons
  • pwToon help

    scorpio64dragon said:
    Levonas said:
    I get your frustration. Take a look at what pwToon is doing to my poor GenesisMale 2 on render. What in the world happened to his fingers and toes?! Haha, pwToon is sadistic and mutilating genesis figures now.
    You see I have the eyes issue as well so you are not alone in this! Now, if you remove the texture and assign materials yourself, then lower the specular, they show up just fine.
    I have repeated the process after restart and this missing geometry render with pwToon is constant.
    He renders fine without pwToon applied so I am at a loss with this pwToon as well.
    It used to work so well before I upgraded my PC. Better part = better render right? Well not with this shader haha.

    That looks like a displacement problem.

    I did Confirm that issue on the G2M Base male. It only happens to it. Not to any G2M shapes.

    By

    Jaderail Jaderail February 2014 in The Commons
  • pwToon help

    Levonas said:
    I get your frustration. Take a look at what pwToon is doing to my poor GenesisMale 2 on render. What in the world happened to his fingers and toes?! Haha, pwToon is sadistic and mutilating genesis figures now.
    You see I have the eyes issue as well so you are not alone in this! Now, if you remove the texture and assign materials yourself, then lower the specular, they show up just fine.
    I have repeated the process after restart and this missing geometry render with pwToon is constant.
    He renders fine without pwToon applied so I am at a loss with this pwToon as well.
    It used to work so well before I upgraded my PC. Better part = better render right? Well not with this shader haha.

    That looks like a displacement problem.

    By

    scorpio scorpio February 2014 in The Commons
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