LineRender9000 [Commercial]

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  • DkgooseDkgoose Posts: 1,451
    djigneo said:
    JesterVII said:

    You The ColorId settings have the figure all one ColorId (including the eyes and all of that), with distinct colors for the rest of the different objects... like this:

    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,

    image.png
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  • BeaBea Posts: 745

    Thank you : )

  • nysalor_7ad75f2450nysalor_7ad75f2450 Posts: 28
    edited October 2016

    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. :)

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    Post edited by nysalor_7ad75f2450 on
  • ArtiniArtini Posts: 9,461
    edited October 2016

    Line output could be probably used for coloring books making.

    image

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    Post edited by Artini on
  • Roboman28Roboman28 Posts: 210

    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.

  • ArtiniArtini Posts: 9,461
    edited October 2016

    Another examples: the second was edited with Analog Efex Pro 2 (from Nik Tools).

    image

    image

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    Lilith03ps05.jpg
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    Post edited by Artini on
  • JesterVIIJesterVII Posts: 175
    KA1 said:
    JesterVII said:
    KA1 said:
    JesterVII said:

    Ws thinking more like this one. Or was it basicly the same settings just some minor tweaking?e "busy" as I didn't convert all the surfaces to flat Visual Style Shader surfaces (just used all textures "as is" in 3Delight) Basically the Toon 2-Tone cam is used for the main image with a harsh spotlight set up to cast the shadows the way you want them across the scene/figure - Fire up the LR9k Autorender script and ensure the Toon 2-Tone cam is active with both Render Lights and Render Shadows active and 3Delight Linerender9000 is selected - then the line output settings are done with a standard Camera and set up as per the Line Output settings image below (I forgot to write on the Two Tone but line output is written on!)

    Two Tone settings -

    + Line output settings

    =

    And here is my attempt at following your directions...lol

     

    You're pretty much there, only a case of playing with some spot lights to get them positioned to give the effect you want - for my image above I used 2, one above and to the right with ray trace shadow enabled and a more subtle one positioned head on to the character (with the intensity down a fair bit) no ray trace on that one. Each pass took less than 2minutes.

     

    KA1 said:
    JesterVII said:
    KA1 said:
    JesterVII said:

    Ws thinking more like this one. Or was it basicly the same settings just some minor tweaking?

    This one is a little more "busy" as I didn't convert all the surfaces to flat Visual Style Shader surfaces (just used all textures "as is" in 3Delight) Basically the Toon 2-Tone cam is used for the main image with a harsh spotlight set up to cast the shadows the way you want them across the scene/figure - Fire up the LR9k Autorender script and ensure the Toon 2-Tone cam is active with both Render Lights and Render Shadows active and 3Delight Linerender9000 is selected - then the line output settings are done with a standard Camera and set up as per the Line Output settings image below (I forgot to write on the Two Tone but line output is written on!)

    Two Tone settings -

    + Line output settings

    =

    And here is my attempt at following your directions...lol

     

    You're pretty much there, only a case of playing with some spot lights to get them positioned to give the effect you want - for my image above I used 2, one above and to the right with ray trace shadow enabled and a more subtle one positioned head on to the character (with the intensity down a fair bit) no ray trace on that one. Each pass took less than 2minutes.

    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.

    Togashi_01_Toon 2-tone cam.png
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  • djigneodjigneo Posts: 283

    Nice pictures everyone, keep 'em coming! Great to see something coming of my project!

     

    @JesterVII that's looking great!

     

  • Joe WebbJoe Webb Posts: 837

    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.

     

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    Capture of the old Baron line2.jpg
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  • JesterVIIJesterVII Posts: 175
    djigneo said:

    Nice pictures everyone, keep 'em coming! Great to see something coming of my project!

     

    @JesterVII that's looking great!

     

    The help and guidance in this forum has been outstanding.

    Thank You

  • CypherFOXCypherFOX Posts: 3,401

    Greetings,

    Artini said:

    Line output could be probably used for coloring books making.

    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

     

  • FirePro9FirePro9 Posts: 456

    Joe Webb, I like that white line render, kinda reverse inking, very nice line work generated by LR9K.  Thanks for sharing that image!

  • Love the product but where is the user guide? Sorry for the stupid question.
  • Mustakettu85Mustakettu85 Posts: 2,933

    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.

  • Mustakettu85Mustakettu85 Posts: 2,933
    edited October 2016

    double post

    Post edited by Mustakettu85 on
  • dreamfarmerdreamfarmer Posts: 2,128

    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.

    Jungle Safari Toon composite 1920.jpg
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    Jungle Safari 1 1920.jpg
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  • bicc39bicc39 Posts: 589

    Which is which?

  • djigneodjigneo Posts: 283
    bicc39 said:

    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.

    :)

  • AtanaciusAtanacius Posts: 333

    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

  • Very disappointed with this software. I would just like to create a simple b/w outline design for a coloring page. Is there a video tutorial on making a line drawing? I've tried numerous camera combinations and get varied results. Using the edgeblend camera is close but it's not like a coloring page design. Thanks.
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  • KA1KA1 Posts: 1,012
    This one has the shadow cam on it but if you took that away would that be the sort of our line you are looking for @sales_d1cd231181 ?
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  • djigneodjigneo Posts: 283
    Very disappointed with this software. I would just like to create a simple b/w outline design for a coloring page. Is there a video tutorial on making a line drawing? I've tried numerous camera combinations and get varied results. Using the edgeblend camera is close but it's not like a coloring page design. Thanks.

    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.

  • Mustakettu85Mustakettu85 Posts: 2,933
    Very disappointed with this software. I would just like to create a simple b/w outline design for a coloring page. Is there a video tutorial on making a line drawing? I've tried numerous camera combinations and get varied results. Using the edgeblend camera is close but it's not like a coloring page design. Thanks.

    Are you actually using the outline output or just the render? The outlines are a separate file generated in your render lib.

  • HaslorHaslor Posts: 408

    Can some tell me why camera just went to 1500 x1500, when I was 1920x1080?

  • KA1KA1 Posts: 1,012
    Haslor said:

    Can some tell me why camera just went to 1500 x1500, when I was 1920x1080?

    I've never experienced this!!! What we're you doing at the time when it switched?
  • sales_d1cd231181sales_d1cd231181 Posts: 18
    edited November 2016
    KA1 said:
    This one has the shadow cam on it but if you took that away would that be the sort of our line you are looking for @sales_d1cd231181 ?

    Hello, yes, this is what I'm looking for. Please show the process that you used to get this result. Thanks.

    Post edited by sales_d1cd231181 on
  • sales_d1cd231181sales_d1cd231181 Posts: 18
    edited November 2016
    djigneo said:
    Very disappointed with this software. I would just like to create a simple b/w outline design for a coloring page. Is there a video tutorial on making a line drawing? I've tried numerous camera combinations and get varied results. Using the edgeblend camera is close but it's not like a coloring page design. Thanks.

    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.

     

    I'll give these steps a try. Thanks.

    Post edited by sales_d1cd231181 on
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