FilaToon / Cell shaded rendering with Filament

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Comments

  • Oso3DOso3D Posts: 15,015

    I will note that while Dartanbeck's light set up is a great idea, you don't HAVE to do much.

    I usually just pop in a distant light, adjust the angle, add a zero to intensity, turn on shadows, and then groove.

     

  • Oso3DOso3D Posts: 15,015

    More playing around (rather than doing the work I should be doing bah)

     

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  • DaneelDaneel Posts: 21

    So if I understand correctly:
    Engine - viewport / Filament
    Filament Draw Options where I can play with the settings.
     

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  • DartanbeckDartanbeck Posts: 21,583

    crosswind said:

    Yep, I got it ~ I'm now reading the PDF that Mada shared and try what you suggested. It's getting better and better . Nice ! Thank you very much !

    yes  太棒了,我的朋友!!!
    			
  • rokkrrokkr Posts: 171
    edited October 11

    Dartanbeck said:

    rokkr said:

    Am I doing something wrong or geografts don't work with this new shader?

    Select the geografted item

    1. Go to Surfaces pane
    2. Open the hierarchy to expose all of the materials
    3. Select all materials except for those that must remain transparent
    4. Go to Shader Presets > Filatoon > Presets and apply a preset

    Pardon my ignorance, but is this hierarchy the ">" that shows all the surfaces? Well... I did that and, even if I copy the exact shader from the surface it is, it looks different, like it has a gloss...

    Thanks for the answer. I've felt kinda honored because I love your work and that girl character you created. I even bought Carrara just because I saw the animations you've made on it (though I'm still clueless about how to use it).

    EDIT: wanna know the crazy thing? I've fixed it by accident... I deleted my figure by mistake and, then, pressed Ctrl+Z to revert it. When the figure came back, the issue was fixed!

     

    Post edited by rokkr on
  • crosswindcrosswind Posts: 7,022

    Dartanbeck said:

    crosswind said:

    Yep, I got it ~ I'm now reading the PDF that Mada shared and try what you suggested. It's getting better and better . Nice ! Thank you very much !

    yes
    太棒了,我的朋友!!!

    哈哈,谢谢你,老兄! 我从来没搞过3DL和Filament,所以一头雾水,但是上手很快,哈哈!太棒了!

  • HylasHylas Posts: 4,998

    Yikes, the learning curve crying Looks like I'm gonna be thrashing about a bunch before getting anything close to the Vicky 9 promo renders. Hair is going to be a problem. Eyes are going to be a problem. But ok, it's a start.

    G8.1M
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    Skin: Kota

    Is there a way to get a sky in Filament other than a billboard/cyclorama?

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  • crosswindcrosswind Posts: 7,022
    edited October 11

    Daneel said:

    So if I understand correctly:
    Engine - viewport / Filament
    Filament Draw Options where I can play with the settings.
     

    Yeah, that's right ! Nice ! And also give her some shadows, for instance, by setting Deep Shadow Map in DistantLight > Shadow Type.

    Edit: Hmm... I still don't like harsh shadow ~~ too iray mind-set, haha ~ Post-work might be needed.

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    Post edited by crosswind on
  • DaneelDaneel Posts: 21

    Wow, thank you! I will continue tomorrow... 10:20 pm here. :) But I see there is big possibilities. :)

  • ZiconZicon Posts: 329

    The new FilaToon shaders is one of the best things to ever happen to Daz Studio. Just look at my boy Taren! Look how cute he is!

    Render of a young blond man with one green eye and one blue eye in a cel-shaded cartoon style. He is wearing a pink t-shirt and is smiling to the camera, and is pointing towards his face as if it say "look at me!". Behind him is a green landscape with multiple trees against the blue sky of a sunny day.

    [ view in daz gallery | view full version ]

  • DartanbeckDartanbeck Posts: 21,583

    Oh... and turning "Generate Texture Mipmaps" off in Filament can be very helpful as well if things aren't looking the way you need them to

  • ArtiniArtini Posts: 9,477

    All looks great and Zicon image is amazing.

     

  • DartanbeckDartanbeck Posts: 21,583

    rokkr said:

    Dartanbeck said:

    rokkr said:

    Am I doing something wrong or geografts don't work with this new shader?

    Select the geografted item

    1. Go to Surfaces pane
    2. Open the hierarchy to expose all of the materials
    3. Select all materials except for those that must remain transparent
    4. Go to Shader Presets > Filatoon > Presets and apply a preset

    Pardon my ignorance, but is this hierarchy the ">" that shows all the surfaces? Well... I did that and, even if I copy the exact shader from the surface it is, it looks different, like it has a gloss...

    Thanks for the answer. I've felt kinda honored because I love your work and that girl character you created. I even bought Carrara just because I saw the animations you've made on it (though I'm still clueless about how to use it).

    EDIT: wanna know the crazy thing? I've fixed it by accident... I deleted my figure by mistake and, then, pressed Ctrl+Z to revert it. When the figure came back, the issue was fixed!

    Wow!

  • DartanbeckDartanbeck Posts: 21,583

    crosswind said:

    Dartanbeck said:

    crosswind said:

    Yep, I got it ~ I'm now reading the PDF that Mada shared and try what you suggested. It's getting better and better . Nice ! Thank you very much !

    yes
    太棒了,我的朋友!!!

    哈哈,谢谢你,老兄! 我从来没搞过3DL和Filament,所以一头雾水,但是上手很快,哈哈!太棒了!

    yes

  • DartanbeckDartanbeck Posts: 21,583
    edited October 11

    Now Confirmed!!! Cutout Opacity Maps Work!!!

    At least they do along with the 'Constant' preset from the FilaToon Shader Presets!

    I selected the eyelashes, selcted just the materials for the lashes (not the Eye Moisture) and applied the Constant preset. Then went to the cutout opacity of the resulting shader, and put the map back in. Boom!

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    Post edited by Dartanbeck on
  • DartanbeckDartanbeck Posts: 21,583

    rokkr said:

    Dartanbeck said:

    rokkr said:

    Am I doing something wrong or geografts don't work with this new shader?

    Select the geografted item

    1. Go to Surfaces pane
    2. Open the hierarchy to expose all of the materials
    3. Select all materials except for those that must remain transparent
    4. Go to Shader Presets > Filatoon > Presets and apply a preset

    Pardon my ignorance, but is this hierarchy the ">" that shows all the surfaces? Well... I did that and, even if I copy the exact shader from the surface it is, it looks different, like it has a gloss...

    Thanks for the answer. I've felt kinda honored because I love your work and that girl character you created. I even bought Carrara just because I saw the animations you've made on it (though I'm still clueless about how to use it).

    EDIT: wanna know the crazy thing? I've fixed it by accident... I deleted my figure by mistake and, then, pressed Ctrl+Z to revert it. When the figure came back, the issue was fixed!

    Hey, Thanks for the wonderful compliments! I really appreciate that! 

  • GordigGordig Posts: 10,082

    midgard229 said:

    TesseractSpace said:

    Yeah, some kind of scene-wide shader conversion script would help a lot. Hopefully one is in the works.

    You can use the general shader like a normal shader. Select multiple surfaces then apply. General toon shader and it should work. Sometimes it will miss some items and you have to reslect them and try again. Overall it works almost on anything that is an actual mesh, just nothing like vdb or opacity maps 

    Which is exactly why having a scene-wide shader conversion script would be helpful. My first experiment was with Urban Future 7, which has a LOT of different objects nested within each other, making a LOT of different surfaces to have to select and apply the shader.

  • TesseractSpaceTesseractSpace Posts: 1,406

    Gordig said:

    midgard229 said:

    TesseractSpace said:

    Yeah, some kind of scene-wide shader conversion script would help a lot. Hopefully one is in the works.

    You can use the general shader like a normal shader. Select multiple surfaces then apply. General toon shader and it should work. Sometimes it will miss some items and you have to reslect them and try again. Overall it works almost on anything that is an actual mesh, just nothing like vdb or opacity maps 

    Which is exactly why having a scene-wide shader conversion script would be helpful. My first experiment was with Urban Future 7, which has a LOT of different objects nested within each other, making a LOT of different surfaces to have to select and apply the shader.

    Something like the RSSY 3delight / Iray to Filament converter would be amazingly handy for getting started with a scene

  • DartanbeckDartanbeck Posts: 21,583

    Here's how I do it:

    1. Select the uppermost hierarchy
    2. Hamburger Menu (Scene pane) > Select > Select Children - now All surfaces are available
    3. Open all groups in the Surface Tab
    4. Select all materials
    5. Look for anything that might be glass and deselect that
    6. Apply the FilaToon General Shader - or whichever preset you prefer

     

    For setting the outlines, I click on whatever I want to accentuate and find its Toon Outline shell in the hierarchy in the Scene pane. All things capable of getting a Toon Outline will already have one - so I noly do this for things that I really want a darker outline on. Doing just a few often makes the whole scene look Awesome

  • DartanbeckDartanbeck Posts: 21,583

    Dartanbeck said:

    Here's how I do it:

    1. Select the uppermost hierarchy
    2. Hamburger Menu (Scene pane) > Select > Select Children - now All surfaces are available
    3. Open all groups in the Surface Tab
    4. Select all materials
    5. Look for anything that might be glass and deselect that
    6. Apply the FilaToon General Shader - or whichever preset you prefer

     

    For setting the outlines, I click on whatever I want to accentuate and find its Toon Outline shell in the hierarchy in the Scene pane. All things capable of getting a Toon Outline will already have one - so I noly do this for things that I really want a darker outline on. Doing just a few often makes the whole scene look Awesome

    When I do this, I start at the bottom and work my way upwards. Makes it easier for me to see that I get them all - but that's me

  • WonderlandWonderland Posts: 6,902
    edited October 12

    There is an icon for basic filatoon environment. I clicked on that first and then added the toon base and everything was preset for filatoon. You don't have to click create. The set does it automatically. It's starts with some distant lights already and the camera headlamp on my usual camera was off so it comes pre-lit with a flat lighting system. 

    Some of my experiments. I still need to work on lighting because they come out really flat even after adding some colored rim lighting.

    Post edited by Wonderland on
  • rokkrrokkr Posts: 171

    Wonderland said:

    There is an icon for basic filatoon environment. I clicked on that first and then added the toon base and everything was preset for filatoon. You don't have to click create. The set does it automatically. It's starts with some distant lights already and the camera headlamp on my usual camera was off so it comes pre-lit with a flat lighting system. 

    Some of my experiments. I still need to work on lighting because they come out really flat even after adding some colored rim lighting.

     

    Cool! Where is it? I was looking for some template and couldn't find it.

  • crosswindcrosswind Posts: 7,022

    Now Confirmed!!! Cutout Opacity Maps Work!!!

    At least they do along with the 'Constant' preset from the FilaToon Shader Presets!

    I selected the eyelashes, selcted just the materials for the lashes (not the Eye Moisture) and applied the Constant preset. Then went to the cutout opacity of the resulting shader, and put the map back in. Boom!

    Gooooooood! will try !
  • nonesuch00nonesuch00 Posts: 18,142

    This is awesome, although I'm still buying Vicky 4.

  • WonderlandWonderland Posts: 6,902

    rokkr said:

    Wonderland said:

    There is an icon for basic filatoon environment. I clicked on that first and then added the toon base and everything was preset for filatoon. You don't have to click create. The set does it automatically. It's starts with some distant lights already and the camera headlamp on my usual camera was off so it comes pre-lit with a flat lighting system. 

    Some of my experiments. I still need to work on lighting because they come out really flat even after adding some colored rim lighting.

     

    Cool! Where is it? I was looking for some template and couldn't find it.

    It's in the same folder as the G9 characters in the content library. I couldn't find the product at all in smart content but it's in the content library.

  • MusclemanMuscleman Posts: 3,042

    :)

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  • crosswindcrosswind Posts: 7,022
    ...

    Cool! Where is it? I was looking for some template and couldn't find it.

    Templates are all in the Default Resources for DAZ Studio. Filament env. light preset is in G9 Starter Essentials.

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  • DartanbeckDartanbeck Posts: 21,583

    Very Nice Stuff!

     

    Just an FYI - earlier (or it may have been the other thread) I mentioned that Trans maps do work - at least on the "Constant" preset. That's the one I tried - it worked so I just kept working.

    Now, the reason I did that was to try the FilaToon shader on the eyelashes of Genesis 8.

    Well, it turned out looking a Lot better using MMX's Genesis 9 for All clone and just fit the Anime eyelashed to Genesis 8 - It freaking Worked!!!

     

    We cannot change styles by using presets once we've fit them to a non-Genesis 9 figure base. However, there's only one map in the entire shader. Ckick that, hit Browse, grab the style you like.

  • ainm.sloinneadhainm.sloinneadh Posts: 431
    edited October 12

    Been playing about with applying the new shaders to some of my existing G9 characters and keeping some of their original textures somewhere in the mix. Not sure this is the best use for the new updates, but I'm having fun and learning a lot about how the new shaders work and can look in other applications. Had to use Toulouse Hair because other thread.

    Not a YouTuber and never tried embedding a video here, so hopefully this works.

    I tend to put a lot of work into attempting to create ordinary-looking character meshes at the other end of the spectrum of where these new shaders and character meshes naturally sit. Still, I think it looks 'interesting' to blend those character and their textures with the new shader, even if it's not something I'd necessarily wish to pursue further. You can see the original character - Arawi - in the thumbnail below.

     

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  • GordigGordig Posts: 10,082
    edited October 12

    I think I'm starting to get it.

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