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So I did this and I think it helped some, I had all the color odd pretty much the all white with a few different colors, I stripped the texture maps from the hair and got it looking better, here is my non toon trial with looking better I think,
Thank you : )
An hour in, and I'm very pleased with the result. Great product! Another few hours and I'll be getting exactly the result I want. :)
Line output could be probably used for coloring books making.
I was wondering about this product but what would be great would be a wider variety of pictures so I can assess the usefulness. I have post-processing software like Topaz Impressions and Photomatrix and Daz Studio ToonyCam pro which do similar things. Maybe someone who has used LineRender9000 could post their pictures.
Another examples: the second was edited with Analog Efex Pro 2 (from Nik Tools).
Thank you so much for that last bit of advice. I had only been using one light and deep shadow map. Overall time for render was about 4 minutes.
Nice pictures everyone, keep 'em coming! Great to see something coming of my project!
@JesterVII that's looking great!
Great product.
It does take a little face time to get to understand what is going on and where. It is not intuitive, or at least I initially started on the wrong foot and got frustrated but when I found the right buttons it came pretty easy after that. The manual helps, but it really just takes some fiddling around with ALL the controls, cameras, etc, to get used to the interface. A learning curve, but if you want to get line work done in DAZ, this is what you need.
Attached are two images - one straight up iray with post manipulation I was working on before I got LineRender9000. The second is what after a few hours (and a few drinks) got. It is a few images, actually, layers in post, but each render took liteally seconds, and I'm on an older Mac. The iray took nearly 30 hours all together, including post work. The line image took 10 minutes (after I learned the controls) of render and post. Different styles but I really like the way the line render turned out. Now its down to fiddling with line widths and capture levels to get more or less detail.
The help and guidance in this forum has been outstanding.
Thank You
Greetings,
That's totally my plan, yeah.
Being able to render coloring book pages for my kids? Sign me up! (That is to say, 'Already bought!' :) )
-- Morgan
Joe Webb, I like that white line render, kinda reverse inking, very nice line work generated by LR9K. Thanks for sharing that image!
User guide is at: http://docs.daz3d.com/lib/exe/fetch.php/public/read_me/index/34653/34653_linerender-9000-user-guide.pdf
Read me for it: http://docs.daz3d.com/doku.php/public/read_me/index/34653/start
FAQ thread: http://www.daz3d.com/forums/discussion/118146/linerender9000-faq#latest
So, in case anyone here is reading the "fan-made" document (which is a lovely intro, so kudos everyone involved) - Kettu the forums' resident killjoy is here (and I'm not going away because I helped beta this beautiful product).
https://docs.google.com/document/d/1y8m5erEwOchbsyh_pm8oLpsBHMTBAcpcnZvDJlxaY1 is the document in case anyone missed the link, and it keeps referring to "vanilla" and "scripted" 3Delight as giving different results in certain situations. Which actually can confuse those who have the "progressive" mode on because they will see little difference.
Folks, there is something y'all need to know - it's in the manual actually, but it's probably going over most people's heads because it's so unfamiliar. So I'll try to rephrase it again, in (maybe) simpler terms.
Basically, inside "3Delight" there exist two different renderers // actually three, but we aren't using the latest in DS yet, it's very very new //. So we'll speak about two.
They are called "hiders" (it's just a term). What it means is two different engines, algorithms, approaches to generating the image.
1) The first is the one we'll call "oldschool". It is what DS has used the longest. In terms of quality vs rendertime, it will be sensitive to the shading rate setting the most, and to a lesser degree, to pixel samples.
The "oldschool" one used in the "vanilla" render tab with Progressive Mode OFF, and in LR9K it is used with Use Raytracing OFF.
2) The second one is the "raytrace" hider. In terms of quality vs rendertime, it will NOT be sensitive to the shading rate setting at all - it does NOT use anything like shading rate. Its only quality vs rendertime control is pixel samples. It will be more sensitive to increasing pixel samples than the "oldschool" one.
The "raytrace" one used in the "vanilla" render tab with Progressive Mode ON, and in LR9K it is used with Use Raytracing ON.
IMPORTANT: In LR9K, Progressive can be turned off, but the raytracer will be used if "use raytracing" is on. In "vanilla", if "progressive" is off, then it's ALWAYS the "oldschool" one.
The "raytrace" hider will give you faster raytracing and cleaner lines with fewer pixel samples (8-10). So if you are using soft raytraced shadows, AO, or reflection/refraction, use the raytracer.
But if you only use ambient (no occlusion) and no raytraced shadows, then the "oldschool" hider may be faster, even though you will need to go above 16 pixel samples generally to get compatible outline results.
So see for yourself what is better suited to your specific workflow.
double post
Thanks for the explanation. I'll pass it along to the doc owner, and also try to parse it myself for my own 3DL education.
This is my first render using LineRender 9000.
I decided to throw a big scene I'd done in IRAY at it and see how things worked out. I uploaded the IRAY picture as well so you can see the difference.
The IRAY render was a five hour render or so with most settings maxed out. The LineRender version took most of a day to run and composite. There are two layers of water in the image, doing really BAD THINGS to render time. I added the second layer because I just wanted it more depth and such.
Anyways...in general...I think this is a most interesting engine and I need to run some more tests on it to figure out everything it can do. But I like it.
Which is which?
One of them (the first) says "toon composite" in the filename, so I think that one is the LineRender9000 output, though I could certainly be wrong.
The left one is LineRender9000. The right one is IRAY.
:)
Awesome release, FINALLY djigneo !!!!!!
I followed the project since its topic (in the Shadow of my Smartphone), and as I can see, it's now OUT !!
Price is really affordable too, and the product is fantastic, I will purchase it (but not this months, I have many things to do with ORDERS from Government :p
I don't think you'll be able to get the look you're after with a single camera (and render pass) alone. My suggestion is to use two passes as a starting point:
1. Use the 'Use colorId materials' feature on a regular camera for the main outlines around the figure, clothing, etc. It'll take a bit of experimenting to get the color masking correct, but that's how to get the nice, consistent outlines you want. I suggest making those lines thick with a low-ish threshold of around 0.20.
2. For detail lines, I suggest using the Fresnel reflected v cam with a higher threshold (around 040-0.50) and smaller line thickness.
Line thickness is based on how big the output render is, but for the size of your image, I'd suggest color Id lines to be around 4.0 and Fresnel reflected v to be around 2.5-3.0.
I hope this helps put you on the right track. Edge blend by itself is going to be too noisy to give good "edge detection" output. The 'Use colorId materials' feature is the ticket.
Are you actually using the outline output or just the render? The outlines are a separate file generated in your render lib.
Can some tell me why camera just went to 1500 x1500, when I was 1920x1080?
Hello, yes, this is what I'm looking for. Please show the process that you used to get this result. Thanks.
I'll give these steps a try. Thanks.