FilaToon / Cell shaded rendering with Filament

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  • DartanbeckDartanbeck Posts: 21,568

    Torquinox said:

    The Tom shade gives a good reason to take a look at filament.    I like the idea of filament, especially its speed. Would be nice if it could be more all around capable, not trip on little things like transparency.

    Something cool that I've discovered - 

    When I convert things like Rosie 8.24 to FilaToon, I deselect anything that's supposed to remain transparent - like the cornea and eye moisture, then convert.

    I still get my overall Toon outline

    If clothing looks best with a touch of translucency, etc., I don't convert it.

    Turns out pretty darned nice!

  • HighElfHighElf Posts: 365
    edited October 11

    I'm an absolute newb when it comes to filament.

    But I tried anyway to adapt some of the postwork techniques I use for my typical comic work.

    Also, I wanted to see what a converted G9 toon would like compared to Vicky 9.

    The first one is the plain Filament render the second one is my first shots in Ps with it.

     

     

    figures and materials.png
    1439 x 1080 - 2M
    figures and materials 2.png
    1439 x 1080 - 4M
    Post edited by HighElf on
  • DartanbeckDartanbeck Posts: 21,568

    Here's the thing - Daz 3D developers have given us a Lot more to work with in the Filament Draw Options as well as this ingenius new shader and figures setup.

    For a real Anime/Toon/Manga look, I find it best to start with the Toon presets - like Base Anime Male or Female, Vicky 9, etc., and work out the changes from there.

     

    The Anime Anatomy pieces that were skillfully developed for them really make the whole thing work Very VERY well. Those freaking Eyes!!!! :)

     

    That said, seeing how it all works, converting our favorite actors from any generation will not only be a fairly simple process - but it's an Amazing amount of fun!

    Just remember that we have a "Save" option and a "Save As" option. Swapping to entirely new things does come with its whole learning curve and we're bound to try things that just don't work to our liking.

     

    Load the last favorite save or start over - this system is Hugely Powerful!!!

     

    We can go Waaaaay beyond just Anime/Manga with this. We can make comic characters, props and envirnoments in a multitude of styles.

     

    Oh... and if your stuff has any illumination... don't forget to scroll to the bottom of the Filament Draw Options settings to find the Bloom slider! 

  • thank you Dartanbeck. I'll check out your video when i get home. I'm stuck waiting to get my car worked on on my day off and of course I'm itching to play with this.

    I'm also thinking this might be a fun way to get Daz characters into CA5 by reallusion for animating in 2D.

  • DartanbeckDartanbeck Posts: 21,568

    Umi no Senshi no Ishi said:

    thank you Dartanbeck. I'll check out your video when i get home. I'm stuck waiting to get my car worked on on my day off and of course I'm itching to play with this.

    I'm also thinking this might be a fun way to get Daz characters into CA5 by reallusion for animating in 2D.

    You could try - but I'm wondering why - aside from having the CA5 animtion tools.

    Filament in Daz Studio is Fantastic for this. Try it out before getting too huge of a headache trying to make this Daz Studio Optimized system work in something else.

    But that's just my two-cents. I mean, hey... if it works... Ultra Cool, right?!!!

  • TorquinoxTorquinox Posts: 3,320

    Dartanbeck said:

    Torquinox said:

    The Tom shade gives a good reason to take a look at filament.    I like the idea of filament, especially its speed. Would be nice if it could be more all around capable, not trip on little things like transparency.

    Something cool that I've discovered - 

    When I convert things like Rosie 8.24 to FilaToon, I deselect anything that's supposed to remain transparent - like the cornea and eye moisture, then convert.

    I still get my overall Toon outline

    If clothing looks best with a touch of translucency, etc., I don't convert it.

    Turns out pretty darned nice!

    Cool! Translucency is another kettle of fish - That involves subsurface scattering and becomes too render-intensive for something that's supposed to work in real time. I'd be very happy if Filament could handle mundane opacity maps. Filament doesn't know what to do with those! At least that's my observation. And I like opacity maps. But hey, a decent filament-based toon shader is a very nice bonus for DS.  

  • DartanbeckDartanbeck Posts: 21,568

    Did you see the new Filament Options?

  • DartanbeckDartanbeck Posts: 21,568

    AMAZING Difference!!!

  • TesseractSpaceTesseractSpace Posts: 1,405

    Looking forward to playing with it once I finish redownloading my library. (the external storage drive I keep my library on had a bad cable and came formatted exfat, both of which contributed to seriously poor performance, replaced cable and reformatting to NTFS and it's working great, but the reason I have it is that I don't have the space to keep my library on any other drive.)

  • DartanbeckDartanbeck Posts: 21,568

    Sorry to hear of your woes, TesseractSpace sad

    On the (Incredibly) bright side, once you're up and running again, you'll be treated to a Whole New Daz Studio Experience! You're gonna Love This!!!

  • DartanbeckDartanbeck Posts: 21,568

    I can't wait to see what you come up with!

  • TorquinoxTorquinox Posts: 3,320

    Dartanbeck said:

    AMAZING Difference!!!

    Good to hear. That's a project for the weekend. 

  • Well I guess I'll have to wait for someone to make a tutorial.

    I can't find the shader in the usual places. I wanted to try it with other characters to see what it could do.

    I do see the People\Genesis 9 toon folder so DIM must have installed it. Where I know not.

    Tried searching in Smart content but no joy.

  • ainm.sloinneadhainm.sloinneadh Posts: 416
    edited October 11

    Umi no Senshi no Ishi said:

    Well I guess I'll have to wait for someone to make a tutorial.

    I can't find the shader in the usual places. I wanted to try it with other characters to see what it could do.

    I do see the People\Genesis 9 toon folder so DIM must have installed it. Where I know not.

    Tried searching in Smart content but no joy.

    Does it turn up if you search for "Filatoon"? It's not part of the starter package - that's for character materials, meshes, attachments and presets etc. For the shader, you're looking for an update to Daz Default Reources in DIM (same product that installs the Uber and PBR shaders). Could possibly try uninstalling and reinstalling that package to see if it helps.

    Post edited by ainm.sloinneadh on
  • Did the uninstall and reinstall and got it to show up.

     

    Thanks for the help.

  • Umi no Senshi no Ishi said:

    Did the uninstall and reinstall and got it to show up.

     

    Thanks for the help.

    Nice - have fun!

  • DartanbeckDartanbeck Posts: 21,568

    Umi no Senshi no Ishi said:

    Well I guess I'll have to wait for someone to make a tutorial.

    I can't find the shader in the usual places. I wanted to try it with other characters to see what it could do.

    I do see the People\Genesis 9 toon folder so DIM must have installed it. Where I know not.

    Tried searching in Smart content but no joy.

    If it's the conversion shader presets you're looking for:

    Shader Presets > Filatoon

  • CybersoxCybersox Posts: 9,053
    edited October 11

    Hmm..  I've spent a large portion of my life working in the anime industry where a large percentage of product is now CG-based with cel-shaders, so my standards are based on what's currently available with other software packages, where it's become almost impossible to distinguish cel-shaders from classic hand-painted cels, let alone the digital cel coloring systems that are now standard for even hand-drawn animation these days.  That said, there are some possibilities here, but it's really far behind where cel shading is in the actual animation industry... about on par with that first crude Spiderman CG series from back in 2002, but definitely not up to snuff with anything post-Appleseed Ex Machina up through Gushing Over Magical Girls, let alone the jaw dropping work on more recent feature films like the two Spiderverse CG features.  I'd place this at around the same level as Poser's old cartoon render mode... which, to be fair, is what the first two volumes of RGBY were created with before they switched to Maya with Volume 3.  Still, it does have the advantage of being in DAZ Studio so it can easily use Genesis figures and Iray-based assets, but the backgrounds I've seen so far are either incredibly murky or very flat.  Then again, in real animation, backgrounds are usually rendered to look more like paintings, not cel shaded, so what there really needs to be a rendering mode that mimics a painting for all of the non-human elements... 

    Post edited by Cybersox on
  • rokkrrokkr Posts: 163

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

  • crosswindcrosswind Posts: 6,964

    rokkr said:

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

    They work. I used Legacy UV geografts G8 > G9, so far so good ~ What geografts are you using ?

  • DartanbeckDartanbeck Posts: 21,568

    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

     

  • rokkrrokkr Posts: 163

    Cybersox said:

    Hmm..  I've spent a large portion of my life working in the anime industry where a large percentage of product is now CG-based with cel-shaders, so my standards are based on what's currently available with other software packages, where it's become almost impossible to distinguish cel-shaders from classic hand-painted cels, let alone the digital cel coloring systems that are now standard for even hand-drawn animation these days.  That said, there are some possibilities here, but it's really far behind where cel shading is in the actual animation industry... about on par with that first crude Spiderman CG series from back in 2002, but definitely not up to snuff with anything post-Appleseed Ex Machina up through Gushing Over Magical Girls, let alone the jaw dropping work on more recent feature films like the two Spiderverse CG features.  I'd place this at around the same level as Poser's old cartoon render mode... which, to be fair, is what the first two volumes of RGBY were created with before they switched to Maya with Volume 3.  Still, it does have the advantage of being in DAZ Studio so it can easily use Genesis figures and Iray-based assets, but the backgrounds I've seen so far are either incredibly murky or very flat.  Then again, in real animation, backgrounds are usually rendered to look more like paintings, not cel shaded, so what there really needs to be a rendering mode that mimics a painting for all of the non-human elements... 

    There are many cool things to do with this shader, but there's also a lot of work. Don't expect any easy one-click solution. You've gotta adjust every parameter if you want to achieve the desired result (even more true for old assets; from now on, we can expect PAs to publish assets optimized for FilaToon, but you'll have to work by yourself on old assets unless someone publishes an add-on).

     

  • DartanbeckDartanbeck Posts: 21,568
    edited October 11

    It's awesome though. We get a really cool result... save as a preset of some sort - shader, lights, scene subset....

    After a while, we're going in and working with glee!!!

     

    The biggest thing for me was to get in there, put a nice light rig together and parent all of the lights to a Null that is located at the base of a character, turn off the headlamp in Filament Draw Options (or adjust it accordingly - whatever works best), and then saving stuff out.

    After my lights were the way I want them, I saved a Scene subset and only included the Null (with the lights inside) in the save dialog.

    Then I did the same with a base Filament Draw Options Node with everything at default except with the headlamp turned off - save as Scene Subset - only selecting the Filament Draw Options Node.

     

    For designing custom characters, it can be fun and rewarding to simply go through and apply Filatoon shader presets to existing characters we've already made. However, I've noticed much better Anime/Cartoon/Manga results if I instead load in one of the Base Anime figures and rebuild the character using that - watching the eyes carefully throughout this process. It look So Much Better with all of the new Toon Anatomy pieces in place!

    Post edited by Dartanbeck on
  • DaneelDaneel Posts: 21

    I have absolutely no idea how is this Filament working. Can you suggest me sources where I can learn about it? What options have to use or modify?

    I bought Vicky 9 and all of the filatoons but I have no idea, how can I use them. :(

  • DartanbeckDartanbeck Posts: 21,568

    Daneel said:

    I have absolutely no idea how is this Filament working. Can you suggest me sources where I can learn about it? What options have to use or modify?

    I bought Vicky 9 and all of the filatoons but I have no idea, how can I use them. :(

    1. In Daz Studio go to Create > Create New Filament Draw Options Node
    2. Select the Filament Draw Options Node in the Scene pane
    3. Adjust settings in the Parameters pane
    4. Have Fun!!!
  • crosswindcrosswind Posts: 6,964

    Daneel said:

    I have absolutely no idea how is this Filament working. Can you suggest me sources where I can learn about it? What options have to use or modify?

    I bought Vicky 9 and all of the filatoons but I have no idea, how can I use them. :(

    Me too ~ almost first time I went for a workflow with Filament and the new toon shader an hour ago. I got some fundamental knowledged in her from Jay https://www.youtube.com/watch?v=dE1pSOPfLNw

    Maybe you can take a look first. Then just need to understand what those properties in Filament drawstyle / toon shaders work for, and have more experiments with them.

  • DartanbeckDartanbeck Posts: 21,568
    edited October 11

    crosswind said:

    Daneel said:

    I have absolutely no idea how is this Filament working. Can you suggest me sources where I can learn about it? What options have to use or modify?

    I bought Vicky 9 and all of the filatoons but I have no idea, how can I use them. :(

    Me too ~ almost first time I went for a workflow with Filament and the new toon shader an hour ago. I got some fundamental knowledged in her from Jay https://www.youtube.com/watch?v=dE1pSOPfLNw

    Maybe you can take a look first. Then just need to understand what those properties in Filament drawstyle / toon shaders work for, and have more experiments with them.

    That can certainly help, just know that we don't get the same results using those methods with Filatoon.

     

    Filament has undergone a Massive Upgrade in Daz Studio with this release. 

    Since the Genesis 9 Toon figures load with a special instruction to turn the headlamp On (so that we can see something - anything) the Scene Lighting scale, for example, has little to no affect at this point (first loading character)

     

    So here's what to do:

    1. Load one of the preset figures (at least until we understand everything)
    2. Create > New Filament Draw Options Node
    3. Create Distant Light

    Now play around with the Filament Draw Options and the light settings - back and forth a bit to get a feel for what's going on.

     

    Note that many (most?) of those options are over my head.

    The settings that are really beneficial to play with from the user's side - at least in the initial stages, are the Color Grading options toward the top as well as the Distant and Scene lighting strength options. I find it best for me to turn off the headlamp in the Filament Draw options right away, so I can use "My" lights without the headlamp impeding my flow

    Post edited by Dartanbeck on
  • DartanbeckDartanbeck Posts: 21,568

    I took that a step forward and made a Photo Studio style light setup, and parented it to a Null, so that I can rotate the whole rig for different poses and camera angles.

    • One Distant Light (set to a fleshy tone for the main illumination)
    • One Spot Light for the Key light
    • One Spot Light for the Rim light
    • One Spot Light for the Fill light (offsets the hue coming from the Distant light)
  • crosswindcrosswind Posts: 6,964

    Dartanbeck said:

    crosswind said:

    Daneel said:

    I have absolutely no idea how is this Filament working. Can you suggest me sources where I can learn about it? What options have to use or modify?

    I bought Vicky 9 and all of the filatoons but I have no idea, how can I use them. :(

    Me too ~ almost first time I went for a workflow with Filament and the new toon shader an hour ago. I got some fundamental knowledged in her from Jay https://www.youtube.com/watch?v=dE1pSOPfLNw

    Maybe you can take a look first. Then just need to understand what those properties in Filament drawstyle / toon shaders work for, and have more experiments with them.

    That can certainly help, just know that we don't get the same results using those methods with Filatoon.

     

    Filament has undergone a Massive Upgrade in Daz Studio with this release. 

    Since the Genesis 9 Toon figures load with a special instruction to turn the headlamp On (so that we can see something - anything) the Scene Lighting scale, for example, has little to no affect at this point (first loading character)

     

    So here's what to do:

    1. Load one of the preset figures (at least until we understand everything)
    2. Create > New Filament Draw Options Node
    3. Create Distant Light

    Now play around with the Filament Draw Options and the light settings - back and forth a bit to get a feel for what's going on.

     

    Note that many (most?) of those options are over my head.

    The settings that are really beneficial to play with from the user's side - at least in the initial stages, are the Color Grading options toward the top as well as the Distant and Scene lighting strength options. I find it best for me to turn off the headlamp in the Filament Draw options right away, so I can use "My" lights without the headlamp impeding my flow

    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 !

  • DaneelDaneel Posts: 21

    Thank you so much! I am scared but start to learn. :-)

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