Anime Toons and Filatoon Shader Q&A

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  • OrangeFalconOrangeFalcon Posts: 179
    edited October 11

    Dartanbeck said:

    To follow up on what I just said above, it's actually a LOT easier to get the main shading effects we want within Daz Studio using lights than it is to try and mock something up afterwards on the resulting render.

    Once we get these highlights the way we like them, tweaking them more in post is just plain Magical!!! wink

    Absolutely right!  It's pretty easy to create a distant light and have it aimed at your character, too.  Rotate as needed and there you go.  I experimented with the filatoon shader for some hair and I like how it turned out!

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    Post edited by OrangeFalcon on
  • ValkeerieValkeerie Posts: 159
    edited October 11

    Getting there ...

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    Post edited by Valkeerie on
  • Worlds_EdgeWorlds_Edge Posts: 2,152

    That came out great!

  • crosswindcrosswind Posts: 6,973
    edited October 11

    I'm almost a Filament noob but I lover anime ~ so I converted a scene with FilaToon shader but I'm a bit lost and have a couple of questions.  Dear Filament veterans, pls help !

    Firstly, I don't want to make the char. look too toony, as well as all wearables, env. / props, etc. so I didn't use G9 toon skin mat. presets but just converted G8F's skin texture ~~ I know they're different...

    - Q1: does Filament support Spotlight ? Why it looks weird with splotlight ? (ss1) If I crank up Lumen, it looks even worse ! (ss2)

    - Q2: how to make soft shadow on the figure, it looks too harsh. With a distant light in the scene, I made a spotlight a mesh light with Disk + Height as usual, the shadow on the face is still harsh. (ss3)  It's totally different from Iray render (ss4)  Besides, there's meant to be a shadow on some area on char's face with that spotlight, but there isn't ~~

    - Q3: as for Outline shell, why I cannot see outline in some area... like the outline on the hoodies body, on the hair sides... (ss5)  And the outline is not so smooth, like sort of dot lines ( in the render...).

    - Q4: Opacity on the hair cards doesn't work . Is there any good way to make hair a bit transparent ?

    - Q5: Depth of Field doensn't work in Filament at all ! Is that true ?
     

    Many thanks in advance !

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    Post edited by crosswind on
  • EboshijaanaEboshijaana Posts: 504

    Oso3D said:

    Here are some of my FilaToon experiments:

     

    How did you manage to get it to work on dforce hair? Or is that LAMH?

  • DartanbeckDartanbeck Posts: 21,570

    OrangeFalcon said:

    Dartanbeck said:

    To follow up on what I just said above, it's actually a LOT easier to get the main shading effects we want within Daz Studio using lights than it is to try and mock something up afterwards on the resulting render.

    Once we get these highlights the way we like them, tweaking them more in post is just plain Magical!!! wink

    Absolutely right!  It's pretty easy to create a distant light and have it aimed at your character, too.  Rotate as needed and there you go.  I experimented with the filatoon shader for some hair and I like how it turned out!

    Yeah! I do too! Looks Great!!!

  • Dartanbeck said:

    OrangeFalcon said:

    Dartanbeck said:

    To follow up on what I just said above, it's actually a LOT easier to get the main shading effects we want within Daz Studio using lights than it is to try and mock something up afterwards on the resulting render.

    Once we get these highlights the way we like them, tweaking them more in post is just plain Magical!!! wink

    Absolutely right!  It's pretty easy to create a distant light and have it aimed at your character, too.  Rotate as needed and there you go.  I experimented with the filatoon shader for some hair and I like how it turned out!

    Yeah! I do too! Looks Great!!!

    Thank you!  I love when products like these are released because it inspires creativity and they're like working on puzzles to find the right solutions!

  • I feel like a newbie all over.

    I loaded the new Vicky 9 and she comes in all black?

    I've got 4.23

    Filament is on

    Render to viewport

    No idea what's going on.

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  • ValkeerieValkeerie Posts: 159

    Umi no Senshi no Ishi said:

    I feel like a newbie all over.

    I loaded the new Vicky 9 and she comes in all black?

    I've got 4.23

    Filament is on

    Render to viewport

    No idea what's going on.

    Make a distant light.

  • Umi no Senshi no Ishi said:

    I feel like a newbie all over.

    I loaded the new Vicky 9 and she comes in all black?

    I've got 4.23

    Filament is on

    Render to viewport

    No idea what's going on.

    Make a Distant Light and you can move it around for other lighting angles.  Essentially it replaces your camera and headlamp.  I find pointing at her to also help!

  • edited October 11

    Did that too, sorry should have said. Set it to 12000 lumens

    Thanks @ orangefalcon and @dartanbeck for your step by step.

    Went all the way back to basics, got it fixed.

    My guess is I was continually loading a saved scene preset that had Iray set features and even when changing the render settings, somehting was throwing things off.

    Post edited by Umi no Senshi no Ishi on
  • WonderlandWonderland Posts: 6,880

    OMG. If this had come out during Covid, I'd have a whole other life now. I've been wanting to do a graphic novel for ages but it was so time consuming rendering then doing post work in Photoshop that I stopped after two pages. I'm downloading everything now and hope it's not too complicated. I don't really like anime looks though so hoping I can dial the morphs down. I prefer more of a Betty & Veronica look with more realism so each character looks different, not like twins. Can't wait to experiment. I hope more people start to post their renders and hope it's easy enough for those who aren't PAs to figure out! 

    I'm wondering though about the items in the new Vickey 9 Toon Bundle. Can they be used in Iray? Like if you put an iray hair shader like Colorwerks on the hair, would it look good? 

    In any case, I've never been more excited to try a new Daz product. Hope I can figure it out! DIM is done! Hopefully I'll be back on here with a test render soon! 

  • Oso3DOso3D Posts: 15,011

    Eboshijaana said:

    Oso3D said:

    Here are some of my FilaToon experiments:

     

    How did you manage to get it to work on dforce hair? Or is that LAMH?

    Key elements for dForce Hair:

    You want to go with Tessellation 3. You need actual geometry. Which is unfortunate, since Iray Curves run so light.

    Buuuut you are better off using fewer, bigger hairs anyway. My fur/hairs generally use target surface mode dForce Hair, which is very easy to adjust; just bump line width base/tip to 5/1 or something, reduce Hairs to 25 or something. Change Parameters for Pr Preview to On. You'll get fat 'hairs' that can hold a shape well.

    Outline doesn't work right for some reason, but you can tweak Rim and Shadow threshold to get a really nice look (IMO).

    The other problem with dForce hair is that the UV mapping is per hair. So if you have a hair color that's a mix of colors... that mix is projected onto each and every hair.

    One thing you can do to 'fix' this is have multiple hair objects with different coverage. Like, if you are doing Sia style hair that's half one color, half another, then make two copies of the hair and change the maps so that one set is only on one side, the other set only on the other.

    (I have an upcoming project that uses this method to easily adjust colors across three different patches on the figure, in Iray or FilaToon. Stay tooned! 
    hur hur)

     

  • DartanbeckDartanbeck Posts: 21,570
    edited October 11

    daveso said:

    I'm thick as a brick. This stuff is flying over my head, like out of site. I decided to give it a go, but wow, I'm so not knowing what to do, I realize everyday how much I have no clue about in DS. I think I might have to start over, from the very beginning. #1 - this is DAZ Studio. This is how you launch it. 

    Yeah ... like the description by Mada seems right on..but what are LUT?  I cannot get an outline no matter what I do? Why does it ask me to select a node? What are they asking for? It seems these shaders and associated files are all over the place. Maybe its more together in Content Library and not Smart Content? Then there's stuff in Essentials, Shaders, who knows where else. 

    Okay, let's see if we can help.

    ..but what are LUT?

    Okay, at this stage in the game, don't even Think about what a LUT is. That's for when you get more advanced into really tweaking things

    I cannot get an outline no matter what I do? Why does it ask me to select a node? What are they asking for?

    For this and any other problems you might have, do this as your first step into all of this - okay? Just follow me here:

    1. Load one of the presets - Base Anime Femine or Masculine - or Vicky 9
    2. In the Scene pane, open the hierarchy of the figure - just one level will do. We want to see everything that's parented to the figure
    3. Look for a parented item that ends in the words: "Toon Outline"
    4. Select that and, in the Parameters pane, use Mesh Offset to edit the thickness of the outline

    Keep in mind that this Toon Outline is a very special shader that is not always visible at all times. It shows up according to the angle of the camera along with whatever might block it from view. It's been carefully designed that way to create a good outline without looking crazy all over the place. A very special shader indeed!

    So now, if we add clothing or mesh hair or props that are not Filatoon already, Select the item and go to the Surfaces pane.

    1. Select all surface materials Except for those that should be transparent and, for starters, apply the General Filatoon Shader Preset (Shader Presets > Filatoon > Presets)
    2. Applying that shader has now also applied a Toon Offset Geometry Shell for you - unless there was already a GeoShell on it. 
    3. In the same way, we can now select that Toon Offest in the Scene pane, and edit the outline using Mesh Offset in the Parameters pane.

     

    Something else to know about Filatoon:

    Filatoon character presets tell Filament to turn on the headlamp for itself.

    It does this because it requires at least one Daz Studio light source to be present in order to become visible (not including HDRI or Sun/Sky).

     

    Adding your own lights to the scene (think Photography studio techniques here) and then turning the headlamp slider off in Filament Draw Options will give you a Lot of power towards creating the look and feel that you want.

    Filament Draw Options Node can be loaded via the Create menu - waaaaay toward the bottom > Create New Filament Draw Options Node

    Select that in the Scene pane and make adjustments in the Parameters pane. Be careful! There are a lot of options in there! If you've added at least one light, start by editing the Headlamp option to 0.00

    The sliders toward the top that begin with "Color Grading" are a Lot of fun to use for adjusting the overall look of the scene!

     

    Hope this helps man!

     

    Post edited by Dartanbeck on
  • MarcCCTxMarcCCTx Posts: 924

    Pretty Neat,  I applied it to Aiko 4 and her Geoshell. Eyes need work, but definately usable.

    image

  • DartanbeckDartanbeck Posts: 21,570

    Great Job!!! smiley

  • cathan01_wwg1wgacathan01_wwg1wga Posts: 360
    edited October 11

    The filatoon shader is really nice. I was just getting used to my anime/ painting routine using daz iray and gimp, but filatoon reduces my workload significantly (postwork, especially). Now I just have to learn how to use filament more efficiently...

    Post edited by cathan01_wwg1wga on
  • DartanbeckDartanbeck Posts: 21,570

    cathan01_wwg1wga said:

    The filatoon shader is really nice. I was just getting used to my anime/ painting routine using daz iray and gimp, but filatoon reduces my workload significantly (postwork, especially). Now I just have to learn how to use filament more efficiently...

    Adding your own lights helps even more.

    That will open up a lot more fun when adjusting the Filament Draw Options - like the amazing Color Grading options!

     

    So don't forget to go Create > Create New Filament Draw Options Node (way at the bottom)

  • Thanks all for the help.

    First is the basic render-distant light

    Second is with adding an AO pass and using color burn to add depth

    Third is making the AO pass a color hold (remove transprency then converting darks to color by select>copy layer after slecting "base" layer) color bn blending mode again.

    Now to try playinmg with additional lights

     

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  • lachilachi Posts: 85

    Can somebody please share tutorials.

    Or how do you know all of this?

  • DartanbeckDartanbeck Posts: 21,570

    yes  Very nice results! Kudos!!! 

     

    Isn't this Fun?!!!

  • rokkrrokkr Posts: 165

    Umi no Senshi no Ishi said:

    Thanks all for the help.

    First is the basic render-distant light

    Second is with adding an AO pass and using color burn to add depth

    Third is making the AO pass a color hold (remove transprency then converting darks to color by select>copy layer after slecting "base" layer) color bn blending mode again.

    Now to try playinmg with additional lights

    What's an AO pass?

     

  • @ lada The very first post in this discussion hasa a very good breakdown.

    Dartanbeck gave an excellent step by step to get you started just a few comments above.

    Do you have specific questions?

  • Grim-RedGrim-Red Posts: 40
    edited October 11

    @crosswind

    "- Q1: does Filament support Spotlight ? Why it looks weird with splotlight ? (ss1) If I crank up Lumen, it looks even worse ! (ss2)"

    YES. Make sure you select your light and turn off the photometric option. All the old lights from 3DL ( distant, spotlight, linear light etc) work with Filament. If you need shadows projected on objects, floor etc select the shadow option " deep shadow map".

    "- Q2: how to make soft shadow on the figure, it looks too harsh. With a distant light in the scene, I made a spotlight a mesh light with Disk + Height as usual, the shadow on the face is still harsh. (ss3)  It's totally different from Iray render (ss4)  Besides, there's meant to be a shadow on some area on char's face with that spotlight, but there isn't ~~" See Q1 answer

    "- Q3: as for Outline shell, why I cannot see outline in some area... like the outline on the hoodies body, on the hair sides... (ss5)  And the outline is not so smooth, like sort of dot lines ( in the render...)."

    That becomes more/less visible depending on where you placed the light and how you rotate the scene. That shell acts like a solid glossy surface, it doesn't reflect everything every time. You have to see wich angle works best depending on what you want to be seen best.

     

    "- Q4: Opacity on the hair cards doesn't work . Is there any good way to make hair a bit transparent ?" Not as far i know, for now.

    "- Q5: Depth of Field doensn't work in Filament at all ! Is that true ?"

    Correct, to date DoF does not work with Filament. The way around is to do separate renders, save in .png ( transparent background for the figures you intend to have) and assemble the multiple renders by blurring the background/items in background with Photoshop or any photomanipulation program of your choice ( even GIMP).

     

    @lachi

    check page 1 and 2, there are some tips on how to get started. :)

     

    Here a quick run with Josie 9 turned into a Filatoon.

    Load anime toon

    parameters---anime---zero all anime morphs

    load Josie 9 morphs ( head and body)

    Hair and dress manually converted with the filatoon shader

     

    Toonified Josie 9.png
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    Post edited by Grim-Red on
  • This has probably been answered before but my main model is Gen 8 or 8.1. Is there any way for me to use the Filatoon shader on that model? Or is it gen 9 exclusive? 

  • DartanbeckDartanbeck Posts: 21,570

    rokkr said:

    Umi no Senshi no Ishi said:

    Thanks all for the help.

    First is the basic render-distant light

    Second is with adding an AO pass and using color burn to add depth

    Third is making the AO pass a color hold (remove transprency then converting darks to color by select>copy layer after slecting "base" layer) color bn blending mode again.

    Now to try playinmg with additional lights

    What's an AO pass?

    Ambient Occlusion - a computer graphics technique that simulates how light interacts with an object in a scene. It's used to make 3D objects look more realistic by darkening areas that would normally block or occlude ambient light, such as creases, holes, and intersections.

  • edited October 11

    Wanted to test a point light - Same exercise first is yellow tinnted spot  up/left of character and point tinted blue back at shoulder

     

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    Post edited by Umi no Senshi no Ishi on
  • DartanbeckDartanbeck Posts: 21,570
    edited October 11

    aaronjproductions13 said:

    This has probably been answered before but my main model is Gen 8 or 8.1. Is there any way for me to use the Filatoon shader on that model? Or is it gen 9 exclusive? 

    Yes we can!!! Any figure!

    You'll find the shader conversion presets under Shader Presets > Filatoon 

    Just make sure to deselect any surfaces that need to stay transparent (Cornea, Eye Moisture) before converting, or they'll become opaque.

     

    You can see some of the process of me converting Rosie 8 in this video (1:19):

    Post edited by Dartanbeck on
  • DartanbeckDartanbeck Posts: 21,570

    Further - we can also convert entire scenes!!! :)

  • DartanbeckDartanbeck Posts: 21,570

    ...and Yes. That's Linday's Classic Long Curly Hair with dForce that I've converted to FilaToon - and given a PonyTail Maker rig! smiley

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