Anime Toons and Filatoon Shader Q&A

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  • WonderlandWonderland Posts: 6,872
    edited November 12

    I always thought G2 looked very stylized and unrealistic and am happy to see it looks great in FilaToon! Although I'm finding some areas on clothes or hair don't take the toon outlines. Like on the sleeves here. Does anyone know why that is? 
     

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    Post edited by Wonderland on
  • TheNathanParable said:

    Unfortunately, it seems i've come across a pretty glaring issue with the FilaToon geometry shell outline shader.

    It casts shadows, causing extra shadows to appear in places where it shouldn't. This could be fixed by giving it the same cast/recieve shadows option that the main FilaToon shader has, and having it default to off.

    Theer is a brand new, hot off the archiving tool update for Default Resources which should address this issue.

  • TheNathanParableTheNathanParable Posts: 1,043
    edited November 12

    Richard Haseltine said:

    TheNathanParable said:

    Unfortunately, it seems i've come across a pretty glaring issue with the FilaToon geometry shell outline shader.

    It casts shadows, causing extra shadows to appear in places where it shouldn't. This could be fixed by giving it the same cast/recieve shadows option that the main FilaToon shader has, and having it default to off.

    Theer is a brand new, hot off the archiving tool update for Default Resources which should address this issue.

    OwO

    I look forward to testing it out once i'm able to!

    EDIT: Very happy to report that the issue is fixed now!

    Post edited by TheNathanParable on
  • MadaMada Posts: 1,979
    edited November 12

    Wonderland said:

    I always thought G2 looked very stylized and unrealistic and am happy to see it looks great in FilaToon! Although I'm finding some areas on clothes or hair don't take the toon outlines. Like on the sleeves here. Does anyone know why that is? 
     

    Yes. You need a rim with geometry to show the outline. If the mesh ends with a flat edge then there's nothing to show the outline. I have fixed it by creating a geograft of just the hem, but a much quicker solution would be to open the texture map of the shirt and draw an outline on the sleeve where you want it, then save as a new map and load that instead. Its fake, but it fools the eye enough to be believable.

    Post edited by Mada on
  • WonderlandWonderland Posts: 6,872

    Mada said:

    Wonderland said:

    I always thought G2 looked very stylized and unrealistic and am happy to see it looks great in FilaToon! Although I'm finding some areas on clothes or hair don't take the toon outlines. Like on the sleeves here. Does anyone know why that is? 
     

    Yes. You need a rim with geometry to show the outline. If the mesh ends with a flat edge then there's nothing to show the outline. I have fixed it by creating a geograft of just the hem, but a much quicker solution would be to open the texture map of the shirt and draw an outline on the sleeve where you want it, then save as a new map and load that instead. Its fake, but it fools the eye enough to be believable.

    OK, thanks.

  • 3Diva3Diva Posts: 11,462

    TheNathanParable said:

    Richard Haseltine said:

    TheNathanParable said:

    Unfortunately, it seems i've come across a pretty glaring issue with the FilaToon geometry shell outline shader.

    It casts shadows, causing extra shadows to appear in places where it shouldn't. This could be fixed by giving it the same cast/recieve shadows option that the main FilaToon shader has, and having it default to off.

    Theer is a brand new, hot off the archiving tool update for Default Resources which should address this issue.

    OwO

    I look forward to testing it out once i'm able to!

    EDIT: Very happy to report that the issue is fixed now!

    Thank you so much for bringing it to our attention! Good eye! :D

  • 3Diva3Diva Posts: 11,462

    Richard Haseltine said:

    TheNathanParable said:

    Unfortunately, it seems i've come across a pretty glaring issue with the FilaToon geometry shell outline shader.

    It casts shadows, causing extra shadows to appear in places where it shouldn't. This could be fixed by giving it the same cast/recieve shadows option that the main FilaToon shader has, and having it default to off.

    Theer is a brand new, hot off the archiving tool update for Default Resources which should address this issue.

    That's great news! Thank you so much, Richard! And please thank the Devs for us! heart

  • 3Diva3Diva Posts: 11,462

    Mada said:

    Wonderland said:

    I always thought G2 looked very stylized and unrealistic and am happy to see it looks great in FilaToon! Although I'm finding some areas on clothes or hair don't take the toon outlines. Like on the sleeves here. Does anyone know why that is? 
     

    Yes. You need a rim with geometry to show the outline. If the mesh ends with a flat edge then there's nothing to show the outline. I have fixed it by creating a geograft of just the hem, but a much quicker solution would be to open the texture map of the shirt and draw an outline on the sleeve where you want it, then save as a new map and load that instead. Its fake, but it fools the eye enough to be believable.

    I'm wondering if the Thickener Plug-In would address the issue? https://www.daz3d.com/thickener-plug-in Does anyone have it and can confirm if it does? I don't own it but have been considering getting it. If it helps create edge outlines for the FilaToon that would be an added incentive to pick it up. 

  • 3Diva said:

    Mada said:

    Wonderland said:

    I always thought G2 looked very stylized and unrealistic and am happy to see it looks great in FilaToon! Although I'm finding some areas on clothes or hair don't take the toon outlines. Like on the sleeves here. Does anyone know why that is? 
     

    Yes. You need a rim with geometry to show the outline. If the mesh ends with a flat edge then there's nothing to show the outline. I have fixed it by creating a geograft of just the hem, but a much quicker solution would be to open the texture map of the shirt and draw an outline on the sleeve where you want it, then save as a new map and load that instead. Its fake, but it fools the eye enough to be believable.

    I'm wondering if the Thickener Plug-In would address the issue? https://www.daz3d.com/thickener-plug-in Does anyone have it and can confirm if it does? I don't own it but have been considering getting it. If it helps create edge outlines for the FilaToon that would be an added incentive to pick it up. 

    The only reference to the thickener plug-in I've seen is by Crosswind on page six of this thread... saying the results were not good.

  • CES3DCES3D Posts: 0

    3Diva said:

    Mada said:

    Wonderland said:

    I always thought G2 looked very stylized and unrealistic and am happy to see it looks great in FilaToon! Although I'm finding some areas on clothes or hair don't take the toon outlines. Like on the sleeves here. Does anyone know why that is? 
     

    Yes. You need a rim with geometry to show the outline. If the mesh ends with a flat edge then there's nothing to show the outline. I have fixed it by creating a geograft of just the hem, but a much quicker solution would be to open the texture map of the shirt and draw an outline on the sleeve where you want it, then save as a new map and load that instead. Its fake, but it fools the eye enough to be believable.

    I'm wondering if the Thickener Plug-In would address the issue? https://www.daz3d.com/thickener-plug-in Does anyone have it and can confirm if it does? I don't own it but have been considering getting it. If it helps create edge outlines for the FilaToon that would be an added incentive to pick it up. 

     I experimented with a basic outfit created by punching a hole in a Plane Primitive for the neck.
    The first image shows the outfit before applying the Thickener, while the second image demonstrates the outfit after using the Thickener to add thickness.
    As expected, the Thickener allowed me to achieve the desired outline of the edges.

    G9 Anime Thickener Test-1.jpg
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    G9 Anime Thickener Test-2.jpg
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  • MadaMada Posts: 1,979

    That looks promising. I don't have Thickener... do you have to do the whole obj? or can you apply it for example just the sleeves :)

  • 3Diva3Diva Posts: 11,462

    CES3D said:

    3Diva said:

    Mada said:

    Wonderland said:

    I always thought G2 looked very stylized and unrealistic and am happy to see it looks great in FilaToon! Although I'm finding some areas on clothes or hair don't take the toon outlines. Like on the sleeves here. Does anyone know why that is? 
     

    Yes. You need a rim with geometry to show the outline. If the mesh ends with a flat edge then there's nothing to show the outline. I have fixed it by creating a geograft of just the hem, but a much quicker solution would be to open the texture map of the shirt and draw an outline on the sleeve where you want it, then save as a new map and load that instead. Its fake, but it fools the eye enough to be believable.

    I'm wondering if the Thickener Plug-In would address the issue? https://www.daz3d.com/thickener-plug-in Does anyone have it and can confirm if it does? I don't own it but have been considering getting it. If it helps create edge outlines for the FilaToon that would be an added incentive to pick it up. 

     I experimented with a basic outfit created by punching a hole in a Plane Primitive for the neck.
    The first image shows the outfit before applying the Thickener, while the second image demonstrates the outfit after using the Thickener to add thickness.
    As expected, the Thickener allowed me to achieve the desired outline of the edges.

    Oh that's great news! Thank you for sharing your results!

  • Does the thickener work on rigged clothing? Does it break the rigging?
  • CES3DCES3D Posts: 0

    Mada said:

    That looks promising. I don't have Thickener... do you have to do the whole obj? or can you apply it for example just the sleeves :)

    The Thickener has "Facets to thicken" setting.
    We can choose where to add thickness from the following options:

    "All facets": Adds thickness to all meshes of the object.
    "From selected surfaces": Adds thickness only to the selected Surface Group.
    "Selected facets": Adds thickness only to the selected meshes. Selection is done in the Geometry Editor.

    To add thickness only to the sleeves, select the sleeve meshes and choose "Selected facets", or create a Surface Group containing only the sleeves beforehand and select "From selected surfaces".

     

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  • CES3DCES3D Posts: 0

    TheNathanParable said:

    Does the thickener work on rigged clothing? Does it break the rigging?

    Thickener allows us to create two types of thickened objects: static and dynamic.
    Dynamic thickened objects can conform to the deformations of their original objects (although not automatically). This means that if we pose a character differently, the thickened clothing generated by Thickener will adjust to match the new pose (again, this is not automatic).
    The reason for "not automatically" is that after modifying the original object, we typically need to toggle the Enable option of the dynamic thickened object to update the thickened version.
    However, when we advance to the next frame in the Timeline, the dynamic thickened object is automatically reapplied, ensuring seamless deformation during animations.

    I think we've gotten a bit off-topic from Filatoon.

     

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