Released : V3D FilaToon Converter, Manager and Tools (Commercial)

2

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  • barbultbarbult Posts: 24,630
    edited December 2024

    Here's a quick conversion of today's freebie Grumpy Santa.

    Grumpy Santa fiilament.jpg
    2000 x 2600 - 2M
    Post edited by barbult on
  • UthgardUthgard Posts: 866

    Whoa, this one is basically perfect.

  • V3DigitimesV3Digitimes Posts: 3,196

    Thank you all for sharing your images here!

    I really love what I see so far!

    Merry Christmas everyone!

  • barbultbarbult Posts: 24,630

    V3Digitimes said:

    Thank you all for sharing your images here!

    I really love what I see so far!

    Merry Christmas everyone!

    Merry Christmas! You have made FilaToon so much more fun.smiley

  • kyoto kidkyoto kid Posts: 41,179

    V3Digitimes said:

    @"kyoto kid" :

    the converter "only" requires Daz Studio Default content (the free package coming with DS) to be installed, since it is where it picks the convenient shader for the convenient surfaces. I added a few optional LUT shaders and one optional "glass/water" shader. The conversion will (uncheckable option) load the filatoon draw option node required in the scene as well as a distant light to start with. If you want specific lights, you can set up your own spots/point lights as in Iray, or even use dedicated commercial light products, but the distant light included is enough to start with. If you want custom shaders, you can also use your own customized shaders or existing dedicated commercial shaders, but the "Daz Default Content" Filatoon shaders used by default by the converter are enough to start with.

    Please note that Genesis 9 Starter essentials is also required for the checkable option to load the filatoon draw node to be loaded properly (otherwise you can load it via the main menu).

    Oh and it also requires a version of Daz Studio compatible with Filatoon (4.22 min I think).

    For now the only things which are really tempting for me in the store are hair or background images, because not all hair "geometry" is compatible with a good toon look, and background HDR (not working as HDR but used as backgrounds) are not "toony", but rather super realistic.

     

    ..thank you 

    Ahh looks like I'll have to wait as I am still on 4.21.0.5 out of necessity as my system is on Win7 Pro 64 and that is the last version with an Nvida driver that supports the older OS.

    I would need to update to 4.23.x, as that is the only version available, but that would also require harware upgrade to meet Win11 requirements, so it ill be a while.

     

  • barbultbarbult Posts: 24,630

    4.23 runs fine on Windows 10. You don't need Windows 11.

  • NathNath Posts: 2,840

    barbult said:

    4.23 runs fine on Windows 10. You don't need Windows 11.

    It does, but Win10 will lose support in October next year. 

  • barbultbarbult Posts: 24,630

    Nath said:

    barbult said:

    4.23 runs fine on Windows 10. You don't need Windows 11.

    It does, but Win10 will lose support in October next year. 

    Yes, but I was just saying that you don't need to update hardware to Windows 11 specs today to run DS 4.23. I have an older computer and I updated it (free) from Windows 7 to Windows 10 a long time ago, and I run 4.23 fine. Yes, eventually upgrades to 11 will be necessary, but not immediately in order to use DS 4.23.

  • NathNath Posts: 2,840

    barbult said:

    Nath said:

    barbult said:

    4.23 runs fine on Windows 10. You don't need Windows 11.

    It does, but Win10 will lose support in October next year. 

    Yes, but I was just saying that you don't need to update hardware to Windows 11 specs today to run DS 4.23. I have an older computer and I updated it (free) from Windows 7 to Windows 10 a long time ago, and I run 4.23 fine. Yes, eventually upgrades to 11 will be necessary, but not immediately in order to use DS 4.23.

    Of course, but - leaving aside budget strain - upgrading to just Win10 specs right now puts one in a similar position as with Win7 again within the year.

  • barbultbarbult Posts: 24,630
    Nath said:

    barbult said:

    Nath said:

    barbult said:

    4.23 runs fine on Windows 10. You don't need Windows 11.

    It does, but Win10 will lose support in October next year. 

    Yes, but I was just saying that you don't need to update hardware to Windows 11 specs today to run DS 4.23. I have an older computer and I updated it (free) from Windows 7 to Windows 10 a long time ago, and I run 4.23 fine. Yes, eventually upgrades to 11 will be necessary, but not immediately in order to use DS 4.23.

    Of course, but - leaving aside budget strain - upgrading to just Win10 specs right now puts one in a similar position as with Win7 again within the year.

    I didn't have to update hardware to go from 7 to 10. I agree with you that if someone has a computer so weak that it can't run Windows 10, it would make little sense to upgrade to something that can run 10 but not 11.
  • barbultbarbult Posts: 24,630
    edited December 2024

    I converter Colorful Impasse with the converter and used some of the other tools in the product to tweak it. The character and clothing were already FilaToon products.The converter tools to save and restore the opacity maps and to copy the maps to the toon outline are very useful, as are the outline opacity tools.

    G9 Anime Colorful Impasse FilaToon_001.jpg
    2000 x 2600 - 4M
    Post edited by barbult on
  • ArtiniArtini Posts: 9,631

    Very nice, @barbult

    Need to finally read the instructions for this converter.

     

  • ArtiniArtini Posts: 9,631
    edited December 2024

    Just wonder, why converter has changing colors of the clothes to mostly black?

    https://www.daz3d.com/the-callagown-for-genesis-3-female-s-and-genesis-2-female-s

    Zaniyah06conversion.jpg
    800 x 467 - 101K
    Post edited by Artini on
  • barbultbarbult Posts: 24,630

    Artini said:

    Just wonder, why converter has changing colors of the clothes to mostly black?

    https://www.daz3d.com/the-callagown-for-genesis-3-female-s-and-genesis-2-female-s

    That might be the outline geoshell showing. Try turning it off with the eyeball icon and see if that confirms what the problem is. Did you save opacity maps (a tool in the converter product) before converting and restore them (another tool) after converting? Did you try adjusting the PBR threshold (part of one of the tools) of the dress?

  • V3DigitimesV3Digitimes Posts: 3,196
    edited December 2024

    Sorry I'm not super present as I am trying to rest a bit before the new year begins. For your question Artini, there are several possibilities :

    - the one barbult mentioned, you can use the tools to remove the outline (outline remove script), or before that use the tool to copy the opacity maps from the dress to the outline and (opacity script) and adjust the outline opacity (oultine manager script)

    - the original shader may not rely on Base Color but rather on something else (metallicity, metallic flakes, top coat, etc) to give the original red color. In this case, use the color tool to see if changing the base color to red is fine, and if not good, try to check the base color is mapped with reddish maps

    In brief : remove/hide the outline, if color ok, undo and try with the existing scripts to fix oultine properties (outline opacity and opacity scripts) if you want to keep it. If color was not ok when removing outline, use the color/shadows manager and try to adjust base color to red, and if nothing is ok, check the base color maps and come back here share your information!

    edit : I forgot : the dress looks metallic, you can also try to convert the original material using "general" instead of "metallic" if it was detected as metallic by the converter, and see if things are better.

     

    Post edited by V3Digitimes on
  • ArtiniArtini Posts: 9,631

    Thanks a lot for all of the information, @barbult and V3Digitimes

    Still many things to learn about this converter.

     

  • ArtiniArtini Posts: 9,631
    edited December 2024

    There were no opacity maps on the dress. I have used 3Delight materials on it.

    I got a color, but it looks metallic, so I need to change that.

    EgyptianUrbanBuildings08.jpg
    1920 x 1200 - 559K
    Post edited by Artini on
  • ArtiniArtini Posts: 9,631
    edited December 2024

    Just used another dress (from the same artists):

    https://www.daz3d.com/firebride-dress-for-genesis-2-female-s-and-genesis-3-female-s

    After conversion is mostly white, but after changing its Base Color I got similar to the original

    EgyptianUrbanBuildings11.jpg
    1920 x 1200 - 544K
    Post edited by Artini on
  • MoogeeMoogee Posts: 45

    Hiro 5 after filatoon converter. And there was me just about to post a comment about help converting the eyes.......On a different not - is it possible to make the shadows darker?

    image

     

     

     

  • ArtiniArtini Posts: 9,631
    edited December 2024

    Just play with the shadows settings in Filament Draw Options.

     

    Post edited by Artini on
  • ArtiniArtini Posts: 9,631
    edited December 2024

    Below is my trial with Hiro 5 and part of:

    https://www.daz3d.com/frozen-lake-cabin

    and after a Cartoon filter in The Gimp:

    Still do not know, how to make shadows looks better (more smooth) after the filter.

     

    FrozenLakeCabin06.jpg
    1920 x 1200 - 595K
    FrozenLakeCabin06ed01.jpg
    1920 x 1200 - 977K
    Post edited by Artini on
  • ArtiniArtini Posts: 9,631
    edited December 2024

    For the comparison FilaToon render just after the conversion

    without any adjustments in the Filament Draw Options.

    FrozenLakeCabin05.jpg
    1920 x 1200 - 641K
    Post edited by Artini on
  • V3DigitimesV3Digitimes Posts: 3,196
    edited January 10

    Hi all!

    I wish you an happy new year, health, peace and harmony, and... tons of fun creating great images!

    Thank you all for sharing all your renders here. I did not answer earlier since I was trying to rest and spend more time with my family, so, as I did not see any problems in the posts, I kinda decided to wait a bit to answer. I really appreciate that you shared here, and that this converter/manager is useful for you, that's my best reward!

    Feel free to go on sharing, and asking whatever you want!

    edit : Artini, for the shadows, play with color/shadow script first, and then if not enough, you have shadow settings also in the environent node of filament (they are not that tricky to be found, and there is no risk to experiment) !

    Post edited by V3Digitimes on
  • ArtiniArtini Posts: 9,631

    Happy New Year, @V3Digitimes.

    Thanks a lot for the tips about the shadows.

    I am experimenting a lot with FilaToon - sometimes the renders looks great.

     

  • ArtiniArtini Posts: 9,631
    edited January 10

    Just for fun, FilaToon conversion of the recent freebie:

    https://www.daz3d.com/calvin-for-v4

    Eye conversion does not work at all (so eye material is original),

    but it is a good experiment, to see advantage of Genesis 9, 8, 3, 2, 1 over the previous generations.

    CalvinV42sc03pic02.jpg
    1200 x 1200 - 209K
    Post edited by Artini on
  • barbultbarbult Posts: 24,630

    I've run into my first problem with the converter. I'm working with LowPi.Some of his clothing is Geoshells. Some of the surfaces of those Geoshells have Opacity maps and some surfaces have Opacity set to 0. When I convert LowPi and his Geoshell clothing, the surfaces of the Geoshell that had Opacity 0 get converted to Opacity 1. I can restore the saved Opacity maps OK, but it does not restore the Opacity 0 setting on surfaces that had Opacity 0 before conversion. Is there a good reason why Opacity gets changed from 0 to 1, or is it a bug? It certainly messes up the conversion of LowPi Geoshells.

  • V3DigitimesV3Digitimes Posts: 3,196
    edited January 11
    Thanks for the info! For the v4 eyeball and eyes i will have a look if i integrated the surfaces correctly in the conversion script. I remember i told to myself genesis and v4 surfaces were the same... But maybe not for the eyes. In theory this should be easy to fix if i manage to replicate it. For the geoshell i cannot directly test since i don't have this but i will try to reproduce it on a primitive. So you say : 1. You have an object with a shell 2. The opacity of the sheel is mapped 3. But even if mapped, the opacity of the shell is 0. Is this correct? Can you also tell me what shader is originally used on the shell? Can you also tell me what material type was chosen during conversion? When i have your answers i will make some tests to see if/how this can be patched (if not i will add a script prior to conversion or an option such as remove opacity maps from 0 opacity peoperties, or an option preserve opacity values). Sorry it was written from my phone, no way i can have a bette presentation gor this post.
    Post edited by V3Digitimes on
  • ArtiniArtini Posts: 9,631
    edited January 11

    Great job on the converter, @V3Digitimes.

    It works very well on Ichiro, which is a toon character.

    https://www.daz3d.com/ichiro2-full-version-ichiro1-included

    Ichiro02pic02.jpg
    1600 x 1200 - 225K
    Post edited by Artini on
  • barbultbarbult Posts: 24,630

    V3Digitimes said:

    Thanks for the info! For the v4 eyeball and eyes i will have a look if i integrated the surfaces correctly in the conversion script. I remember i told to myself genesis and v4 surfaces were the same... But maybe not for the eyes. In theory this should be easy to fix if i manage to replicate it. For the geoshell i cannot directly test since i don't have this but i will try to reproduce it on a primitive. So you say : 1. You have an object with a shell 2. The opacity of the sheel is mapped 3. But even if mapped, the opacity of the shell is 0. Is this correct? Can you also tell me what shader is originally used on the shell? Can you also tell me what material type was chosen during conversion? When i have your answers i will make some tests to see if/how this can be patched (if not i will add a script prior to conversion or an option such as remove opacity maps from 0 opacity peoperties, or an option preserve opacity values). Sorry it was written from my phone, no way i can have a bette presentation gor this post.

    Reading back my message, even I am confused by it now! I will have to try to reproduce what I did, to figure out where the problem occurred along the process. 

  • ArtiniArtini Posts: 9,631

    And Koshini works as well - sweet...

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