How can I get anime styles for clothes and props?

taiuritaiuri Posts: 590
edited July 2021 in The Commons

Hi! I have the Visual Styles Shaders for getting anime styles in 3Delight renders. I got to have anime skins, hairs and it comes with a Misc present for choising any color in anime style.

https://www.daz3d.com/visual-style-shaders

However I'd like to keep the original textures for clothes and props, just transformed into anime style. I know this product is able to do it, according to the promos I adjunt, but I can't figure out how to do it.

I contacted the vendors but they don't reply. That's why I ask here. If someone knows how to do it, please let me know.

I also tried with similar products like Oso and Sketchy, but they're for rendering in Iray only, and I want to render in 3Delight, no in Iray. So, if someone knows a product which can do this, please let me know too. I'm talking about a product similar to the dzToonMatte from DS Defaults of the Shader Presents Library for 3Delight, but in Anime Style, not in Toon Style.

I hope someone can help me. Thanks!

 

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Post edited by taiuri on

Comments

  • margravemargrave Posts: 1,822

    Hold Ctrl while you double-click the file to apply it to your object. It will bring up a dialog box that'll let you choose whether to keep or replace the images.

  • taiuritaiuri Posts: 590

    margrave said:

    Hold Ctrl while you double-click the file to apply it to your object. It will bring up a dialog box that'll let you choose whether to keep or replace the images.

    It worked!! Thank you so much! :D

  • UthgardUthgard Posts: 867

    I seem to remember the Ctrl trick doesn't work because the shader wasn't made with it in mind (but try anyway, in case it can save you some work), so you will need to manually load the image maps in the corresponding channel (in this case, the diffuse map should suffice, but you will need to load it in both the lit and shadow color channels that this shader uses). It's a bit of manual work, so try to save any results you intend to reuse.

  • taiuritaiuri Posts: 590

    Uthgard said:

    I seem to remember the Ctrl trick doesn't work because the shader wasn't made with it in mind (but try anyway, in case it can save you some work), so you will need to manually load the image maps in the corresponding channel (in this case, the diffuse map should suffice, but you will need to load it in both the lit and shadow color channels that this shader uses). It's a bit of manual work, so try to save any results you intend to reuse.

    Fortunately the Ctrl trick worked this time, so I could save a lot of work doing it manually ;)

  • margravemargrave Posts: 1,822

    taiuri said:

    margrave said:

    Hold Ctrl while you double-click the file to apply it to your object. It will bring up a dialog box that'll let you choose whether to keep or replace the images.

    It worked!! Thank you so much! :D

    No problem.

    Ctrl-clicking is one of those "woulda been nice to know" things about Daz. It works on more things than just shaders, so give it a go when you have the time.

  • taiuritaiuri Posts: 590
    edited July 2021

    margrave said:

    taiuri said:

    margrave said:

    Hold Ctrl while you double-click the file to apply it to your object. It will bring up a dialog box that'll let you choose whether to keep or replace the images.

    It worked!! Thank you so much! :D

    No problem.

    Ctrl-clicking is one of those "woulda been nice to know" things about Daz. It works on more things than just shaders, so give it a go when you have the time.

    Thank you so much for the advice. I will. And yes, I'd wish at least the vendors include this tip in their Readmes. I read it one and once more time and I couldn't figure out how to do it, until I knew this simple trick thanks to you. ;)

     

    Post edited by taiuri on
  • UthgardUthgard Posts: 867

    I just checked (meaning I overcame my bout of laziness) and Ctrl does preserve the diffuse map in the "Diffuse - Light" channel, but doesn't load it in the "Diffuse - Dark" channel, meaning that the parts of the surface that lie in shadow won't show the diffuse map while the lit parts will. Not as annoying as it not working at all, but still requires manual adjustment.

  • AlmightyQUESTAlmightyQUEST Posts: 2,005
    edited July 2021
    In case you already have it, https://www.daz3d.com/map-manager has utilities that will let you copy maps from one channel to another. Basically when you do the Ctrl+click method, if the preset calls on another shader, the maps will be copied to the "equivalent" channel (I don't know how what is equivalent is determined). But this means something like diffuse is only going to get copied to one new channel. PWtoon also has light and shade channels, so I've used this product a lot to copy maps to the shade channel instead.

    As a note, the reason I recommend this if you're going to use this shader like this a lot is because you can select multiple surfaces on different objects that use different maps, and do the process of copying each surfaces maps to the other channel. Huge time saver if you have a lot of surfaces with different maps.
    Post edited by AlmightyQUEST on
  • juvesatrianijuvesatriani Posts: 556
    edited July 2021

    AlmightyQUEST said:

    In case you already have it, https://www.daz3d.com/map-manager has utilities that will let you copy maps from one channel to another. Basically when you do the Ctrl+click method, if the preset calls on another shader, the maps will be copied to the "equivalent" channel (I don't know how what is equivalent is determined). But this means something like diffuse is only going to get copied to one new channel. PWtoon also has light and shade channels, so I've used this product a lot to copy maps to the shade channel instead.

     

    As a note, the reason I recommend this if you're going to use this shader like this a lot is because you can select multiple surfaces on different objects that use different maps, and do the process of copying each surfaces maps to the other channel. Huge time saver if you have a lot of surfaces with different maps.

    I wonder about pwToon and other toon shader which have shade channels.  is better to have image map in those channel or just "keep" use diffuse ones and let shade color dictate the rest?

    I`m asking because I believe  most of images used in DAZ diffuse channel doesnt have distinct information to make shading behave differently just like what used in specular - bum or displacement map . 

    The exception maybe BW version of it . But who knows ?

    Post edited by juvesatriani on
  • AlmightyQUESTAlmightyQUEST Posts: 2,005
    That's going to be up to the individual user and what effect they want. One effect I like is having the diffuse texture only in the shade channel, so that the additional texture detail only shows up in the shadows. The great thing about these types of comic/cartoon/illustration types of shaders is the flexibility to get different effects, there is no "correct" method to it.
  • juvesatrianijuvesatriani Posts: 556

    AlmightyQUEST said:

    That's going to be up to the individual user and what effect they want. One effect I like is having the diffuse texture only in the shade channel, so that the additional texture detail only shows up in the shadows. The great thing about these types of comic/cartoon/illustration types of shaders is the flexibility to get different effects, there is no "correct" method to it.

    Thanks for information and tips 

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