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It's been brought to my attention that the date I added to the name of NPR Actions was throwing up error messages, so I renamed the actions and updated the original post with the new ZIP. You can delete the old "3Diva NPR Actions" and replace it with the new ones in the new ZIP above (or download the one I have attached here) and it should fix the issue. Please let me know if you have any issues with it. :)
Just a test from Unity - using RealToon shaders (the character in the middle and on the right).
There is already converted character to toon - on the left.
What do you think?
I love the character on the left! The other two have very detailed textures that are more photoreal - maybe switching the textures out for less realistic textures (or running the images through a filter) would help smoothen them out and give them a less 3D look. :) I really like the black outlines!
I agree with 3Diva: the left figure is a perfect replication of 3D anime shading, while other two feel like they're caught awkwardly between stylization and realism.
Thanks a lot for the comments, @3Diva and @Gordig.
That is what i have suspected. Switching to RealToon shaders is not sufficient to get a NPR look.
One need to change the textures, as well.
At least the black outlines looks good, so it is some positive with RealToon shaders.
Still need to confirm, that the interior lines are there.
Back to more tests.
Artini,
Looking at the RealToon product page, the shader looks very promising. It offers a lot of room to creatively find a unique NPR look. I'd try it myself ... except that I'm neck deep in Blender.
From what I've learned, transferring assets from Daz means updating the shaders/materials in the target system. Fortunately, as with RealToon for Unity or any of the excellent NPR shaders for Blender, people have made this task a lot easier at an affordable price. But apart from one-shot still images, attempts at producing *a number of NPR images consistently* for comics or animation leads to shader translation fatigue. This is where some form of scripting or automated workflow makes the transfer from Daz more manageable.
I think you're on the right path if you stick with RealToon. Hope to see more of your work.
Cheers!
This one Blender Model - Render in IRAY then get my action treatment . Maybe someday I will add manual outline to make it better .
My girl found her beau. :P
Thanks, @3Diva and @csaa
Another experiment with the RealToon in Unity.
Middle character is Asher: https://www.daz3d.com/asher-hd-for-genesis-8-male
with mix of some clothes from Daz3D
.
Cool flat render @artini ... yeah sometimes No texture give us better results if the goal is toon render . I wish someday there is true stylized textures in store ( like what we`ve seen in Arcane series or borderland games)
How you get specular in anime model ? Baked in textures ?
Thanks a lot, @juvesatriani.
Everything is customizable in RealToon shader and its manual has 46 pages with descriptions of every parameter.
I am just at the beginning of understanding about how it works.
As a matter of specular, one just enable this feature and adjust its values,
then it is baked automatically into texture/image, I think.
I am happy that materials sent with Daz to Unity bridge can directly be converted with
Swap Shader To RealToon - Tool. It simplifies the conversion a lot.
There is a lot of tutorials on YouTube for RealToon. If you like, check them out:
Thanks a lot, @3Diva
I have just swapped Daz materials with the included tool and played with the dials for different parameters available.
I have not changed any texture of Daz materials in Unity - everything was achieved by playing with the parameters of RealToon shader.
I am thinking of changing some materials (mostly for the clothes) in Daz Studio first and then send such character to Unity.
Added Bette (on the right) - https://www.daz3d.com/bette-for-genesis-8-female
Thank you!
Simple scene with the above characters.
I get this error:
Adobe Photoshop CS6
The command "Oil Paint" is not currently available.
There is a Filter -> Oil Paint command in CS6, so I don't understand why I get this error message.
What version of Photoshop were these actions created in?
There is differences filter location between CC and CS 6 . Thats why the action not find it ,
Let me check if possible and @3Diva OK with that , I`ll repack for CS6 .
--EDIT -- I`m already convert into CS 6 now I`ll wait for @3Diva permission before I repost in here
Beside Oil Paint Location, there is also LUT layer adjustment location which need to change into CS6.
If you familiar with editing action , you can open each action . Untick/Disable Oil Paint - Then Click Record - Run Oil Paint Filter - Set as you wish - Let it run . After that Click Stop ----- Repeat for each actions which have Oil Paint inside it .
For LUT layer adjustment fix - Open every actions which have it . Check and noted what she used . Untick/disable it . Then Press record , then in LUT color adjustment open same one ( it will ponting in CS 6 correct location ) . After that just press STOP
Oh thank you! Yes, it would be great if you posted the CS6 compatible version! Thank you!
@Artini That looks good! I'm liking those nice cell shading effects!
Thanks, I tried editing it, but my Oil Paint filter has several Brush/Lighting parameters.
The action doesn't tell me what those parameters are.
And I do have a Bleach Bypass.look 3DLUT file stored in a different folder location, but when I create the action, it says "Color lookup" instead of "Set current adjustment layer". I'm not very familiar with it.
It looks like this action was created in Photoshop CC 2017.
Try this one
Thanks a lot.
It takes a while to adjust the RealToon shader, but it is nice, that all changes are visible at once in Unity editor.
That helps me a lot.
Works good, no errors. Thanks!
Nice job!