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

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  • V3DigitimesV3Digitimes Posts: 3,216

    Thanls a lot! Feel free to come here for any question you would have :)

  • Any word on the update release?

  • V3DigitimesV3Digitimes Posts: 3,216

    The update is not tested yet by Daz, but is "ready to test" on their side. Once successfully tested, you will find the update in the store the same day or the day after. The details of the update are still the same as the ones mentioned before:

    January 2025 Converter Update to 1.1 :
    - Now the Victoria 4 Generation Eyes Surfaces are all converted properly
    - You can now optionally keep the exact original "Cutout Opacity" or "Opacity Strength" value during the conversion process. Note that it is not always recommended, this is why this option is unchecked by defaut
    - You can now optionally switch your render engine to "Viewport" during conversion, preventing you to accidentally launch an Iray render. Set as checked by default. This option is applied ONLY if you make a conversion (not for LUT or MatCap application).

    All additional checkable options can be saved as preferences whenever you want.

  • ArtiniArtini Posts: 9,714
    edited February 12

    I would like to thank @V3Digitimes again for this excellent tool.

    I use it quite often, mostly for the clothes and the hair.

    I have found this hair:

    https://www.daz3d.com/fn-pixie-hair-for-genesis-9
    http://docs.daz3d.com/doku.php/public/read_me/index/106262/start

    converting nicely to FilaToon.

    Toon05pic08.jpg
    1920 x 1200 - 410K
    Toon05pic07.jpg
    1920 x 1200 - 402K
    Post edited by Artini on
  • V3DigitimesV3Digitimes Posts: 3,216

    Hey! thanks a lot for sharing your render and this information !!!

    That's super interesting to know what hair is easily compatible with filatoon. I hope we could make a list later on :)

  • mindsongmindsong Posts: 1,715

    V3Digitimes said:

    The update is not tested yet by Daz, but is "ready to test" on their side. Once successfully tested, you will find the update in the store the same day or the day after. The details of the update are still the same as the ones mentioned before:

    January 2025 Converter Update to 1.1 :
    - Now the Victoria 4 Generation Eyes Surfaces are all converted properly
    - You can now optionally keep the exact original "Cutout Opacity" or "Opacity Strength" value during the conversion process. Note that it is not always recommended, this is why this option is unchecked by defaut
    - You can now optionally switch your render engine to "Viewport" during conversion, preventing you to accidentally launch an Iray render. Set as checked by default. This option is applied ONLY if you make a conversion (not for LUT or MatCap application).

    All additional checkable options can be saved as preferences whenever you want.

    For those interested, it looks like this update got pushed out (I noticed it in my DIM updates).

    --ms

  • RAMWolffRAMWolff Posts: 10,249
    edited February 14

    Never mind, resolved.  surprise

    Post edited by RAMWolff on
  • Are the items showing as white or as black after conversion? If it's black, you may have to play with the Environment Weight, under the surfaces tab, to see the item.

  • RAMWolffRAMWolff Posts: 10,249

    Question/Issue.  So I THOUGHT I had this resolved but as it turns out there is either a bug or something I'm not understanding.  When I brought in the genital prop and it finally loaded correctly, I converted it, all looks good but then I remembered I had the Toon line turned off on the main character and when I turned it back on the genital prop went all white again.  I obviously can't show that here but it's really odd behavior.  Turned the line option off, converted genitals display fine and it has it's own toon line turned on with no issue.  

    surprise

  • Is the toon outline actually black? Maybe it got set as a different color somehow? I've not had this happen to me before so I'm just spitballing here.

  • V3DigitimesV3Digitimes Posts: 3,216
    edited February 14

    Just to be sure that I understand well what happens. When you turn, on the main figure, the outline which was "off" to "on". As soon as you do this, the genitalia, which were properly converted, go white. If you revert, then this is fine, so finally you cannot have both figure and genitalia with an outline. Is that correct. My first proposal would be to unparent the genitalia from the figure to see if it changes something.

    I will have a look but I cannot test right now, but just in case I don't manage to replicate : 

    - what generation?  Male or female? (edit : just tested with Victoria 8 and her Genitalia and I don't have the issue). Are they "classical" genitalia (I mean Daz ones)?

     

     

    Post edited by V3Digitimes on
  • RAMWolffRAMWolff Posts: 10,249

    Unparenting doesn't fix it.  It's still fitted to G8 but not parented at this point.  Still looks white as long as G8's toon line is turned on.  

  • V3DigitimesV3Digitimes Posts: 3,216
    edited February 14

    Ok since I did not replicate it so far, I have a few questions :

    - Is it male or female genitalia?

    - What is the initial figure ? (If I'm lucky I'll have it).

    - Is there any geometry shell in your scene? (other than toon outlines).

    - Can apply the "remove" toon outline script on the figure and the genitalia, then the "add toon outline" on the figure, then on the genitalia?

    - Is there an opacity map on the genitalia? In this case it could come from an opacity issue, and there are scripts included for that.

    - Can you change the thickness of the two outlines so that the one of the genitalia differs a lot from the figure one ?

    I'm a bit clueless as long as I don't manage to replicate, that's why the many questions and proposal (I cannot narrow the issue so far).

    - edit :  Can you unparent + unfit and physically offset clearly the genitalia from the figure to see if the problem is still here?

    Post edited by V3Digitimes on
  • RAMWolffRAMWolff Posts: 10,249

    Sorry, busy with clients...

     

    - Is it male or female genitalia?  It's male, Genesis 8

    - What is the initial figure ? (If I'm lucky I'll have it). It's male, Genesis 8

    - Is there any geometry shell in your scene? (other than toon outlines). No

    - Can apply the "remove" toon outline script on the figure and the genitalia, then the "add toon outline" on the figure, then on the genitalia?  Not tried that yet

    - Is there an opacity map on the genitalia? In this case it could come from an opacity issue, and there are scripts included for that. The upper part of the male gens does have opacity maps to blend with the figures skin so yes.

    - Can you change the thickness of the two outlines so that the one of the genitalia differs a lot from the figure one ?  Don't know about that, sorry

    I'm a bit clueless as long as I don't manage to replicate, that's why the many questions and proposal (I cannot narrow the issue so far).

    - edit :  Can you unparent + unfit and physically offset clearly the genitalia from the figure to see if the problem is still here?

  • RAMWolffRAMWolff Posts: 10,249

    PS.  When I try to use your script to remove the outline I get feedback telling me: No Outline found for your selected nodes.  ..... So I just right clicked and deleted by hand if that's acceptable. 

  • RAMWolffRAMWolff Posts: 10,249

    I then selected both the gens and figure and your Add lines added both and now both are showing as they should.  

    My concern now is that if I save out these settings will they then apply and play nicely together when loaded seperately?  Meaning I'll then save out Gino's Filatoon settings and they his genital settings and then HOPE when loaded one by one they don't clash again..... 

  • RAMWolffRAMWolff Posts: 10,249

    OK, tried the settings on a new G8Male but the lines don't come with.  I guess the settings need to be saved out as Scene Subset or?? 

  • Usually if there's an opacity map, after conversion, you have to add it back. Basically going to the surface tab, select the material, scroll for cutout opacity, and then add the map back in. There's a setting in the convert script to keep the cutout opacity map, but I haven't been able to get it to do it.

    On a different topic, why are using an opaclty map to blend into the body? There are easier ways to do that. I've create my own gen maps for several figures using Blender.

  • V3DigitimesV3Digitimes Posts: 3,216
    Sorry i was sleeping when you wrote all that. Ok your problem being solved (it will remain solved), the question is how to save it for redistribution. Scene subsets would 100% work but I am not sure Daz would accept it (if you submit to Daz). Personally i would have a look at how they saved their own filatoon figures. My guess is that they have a post load data code written in the duf file (that is 3 lines only with "post" in those lines). I will have a look if you need this, just let me know (in other stores they might accept a scene subset i guess). I vannot access my computer right now, but if you need to save it another way than a subset, i can have a look for you.
  • ArtiniArtini Posts: 9,714
    edited February 15
    AmyrHinaHair01.jpg
    1920 x 1200 - 723K
    Post edited by Artini on
  • RAMWolffRAMWolff Posts: 10,249

    V3Digitimes said:

    Sorry i was sleeping when you wrote all that. Ok your problem being solved (it will remain solved), the question is how to save it for redistribution. Scene subsets would 100% work but I am not sure Daz would accept it (if you submit to Daz). Personally i would have a look at how they saved their own filatoon figures. My guess is that they have a post load data code written in the duf file (that is 3 lines only with "post" in those lines). I will have a look if you need this, just let me know (in other stores they might accept a scene subset i guess). I vannot access my computer right now, but if you need to save it another way than a subset, i can have a look for you.

    Yes, can you please look into this.  I don't sell here but just in case there are road blocks elsewhere.  From what I know the Scene Subsets are only calling not actual saved data info.  So if you have a "call" it will load up the figure (which you must own), the skin settings and I guess the toon line is a shell but if a shell is called to load and then the toon line applied I would still call that a call file not something that's included in the Scene Subset file.  I guess we could get Richard Halseltine in here to give us some info but not sure how to tag him.   

  • V3DigitimesV3Digitimes Posts: 3,216

    Thank you Artini, it's in my records :)

    RAMWolff, I had a look, and it is not simple to handle things if you don't save it as a subset.

    You have two easy solutions : saving as a "personna", you should be able to include the outline. Or saving as a Scene Subset works the same way and is compatible with more versions of Daz Studio.

    You have one complex solution to try to save as a figure which should start this way :

    You have to text edit the text of your figure so that it calls a duf in the data and this duf will call a dse.... In the first - figure - duf, in the extra, there is this :     "type" : "settings",
                            "value" : {
                                "Script/Utility" : {
                                    "type" : "settings",
                                    "value" : {
                                        "AssetName" : "ToonSetup",
                                        "AssetFile" : "data/Daz 3D/Genesis 9/Base/Tools/Script Loads/Daz Anime/Genesis 9 Toon Prep.duf"
                                    }
                                }

    You should have to create an equivalent duf for "Genesis 9 Toon Prep.duf" (which calls the same dse as this Genesis 9 Toon Prep.duf, or another I should be able to write if it does not work with your G8), and there is not warranty this should easily work, especially with genitalia.

    This is why if I were you I should rather save it as a scene subset or as a personna, and see what can be done with the post load ONLY if it gets rejected because of that (and in this case maybe open a ticket at Daz Support in parallel because I am not sure what is the exact right procedure for older generation, I just tell you here what I would have tried.

  • RAMWolffRAMWolff Posts: 10,249

    Yes, I did write Richard a private message asking his take on the Scene Subset save out.  I'm no code monkey so understanding the ins and outs of hand inserting code here and there is a bit out of my range and make my brain explode.  LOL  I had to learn some of that when I was making stuff for Poser and remembering how to do that every time was quite daunting at times!  LOL 

  • ElorElor Posts: 1,957
    edited February 15

    V3Digitimes said:

    You have two easy solutions : saving as a "personna", you should be able to include the outline. Or saving as a Scene Subset works the same way and is compatible with more versions of Daz Studio.

    I just tested with Daz Studio 4.21 and the Persona preset I saved with the current public beta was loaded without problem: it seems to work just like a Scene Subset would, so if a character is selected, once the Persona is loaded, the scene will have two characters.

    Hopefully, it'll work, because setting up a post load script is a headache inducing procedure, even for the Daz employees themselves (I had to report a couple of wrongly setting character presets for Daz Originals characters blush), so I hope Persona will be as useful as it seems in theory.

    Post edited by Elor on
  • RAMWolffRAMWolff Posts: 10,249

    THank you for checking about the Persona save.  laugh

  • Persona save? What the heck is that?

  • I save as wearables for my characters and it seems to work fine with Filatoon.

  • V3DigitimesV3Digitimes Posts: 3,216
    edited February 16
    That's an excellent tip whicj could solve everything in the blink of an eye! Thanks for sharing it! Edit : persona is a new smart way yo save subsets for figures + pose + wearables...
    Post edited by V3Digitimes on
  • ElorElor Posts: 1,957

    RAMWolff said:

    THank you for checking about the Persona save.  laugh

    Hopefully, it'll work in your case (I don't have this converter, maybe one day when Daz has finally added support for Filament on MacOS).

    But if you need help to use a post load addon script, I have yet to try using one with Personas, but I tested yesterday how to load AE using a character preset with the default post load addon script and I was able to get it to work, keeping track of the values to use to tell the post load addons script to load AE with the correct texture.

    GRFK DSGN Unlimited said:

    Persona save? What the heck is that?

    In essence, it's a scene preset supercharged with functionnalities from character preset, or a character preset made as simple to save as a scene subset (post load addon settings are painful to set angry). It's available for any one to test, using the current public beta build:

    https://www.daz3d.com/blog/daz-studio-4-23-1-27-public-build

  • RAMWolffRAMWolff Posts: 10,249

    I may test Persona but I'm used to the Scene Subset save so I'll see.  Thanks everyone!  

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