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© 2025 Daz Productions Inc. All Rights Reserved.
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Thank you guys and gals for the response.
I was hoping since Toonycam was the only cam-shader among the 3Delight based toon options, it may act differently from say Manga or Visual. But it makes sense the outline iD is very specific to 3DL.
After more research I've settled on PWToon, on the merits on their web site documentation alone. No regrets and liking it.
DS is quite capable in the cel/ toon dept!
I'm also pushing iRay to see I could come out with a toony feel that I like...there's potential there!
Still getting the flow between 3DL + IPR, and iRay interactive, enjoying Daz Studio again!
Hi. It sounds like the script file is legitimately missing (or installed to an unexpected location). Did you manually install the content or use one of the automated installers? You're going to need the script in the correct place if you want things to work, so I suggest opening a help ticket with support if you can't locate the required file and put it where it belongs. Theoretically you should be able to find it handily from the "manual download" from your Product Library.
Another option (and shameless plug) is that you could wait a little bit for LineRender9000 to come out. Not that I'm biased or anything, but I believe it solves quite a few of the issues present in ToonyCam Pro and is generally a much more flexible solution. http://www.daz3d.com/forums/discussion/102671/looking-for-beta-testers-for-lineart-toon-product
=)
This is the answer to my last request to help center:
This was 10 months ago. So...
I did the first request 2 years ago, the last 1 year ago.
I got a similar response when I opened a support ticket. I've since learned how to fix the "ColorId issue" and the "Line color issue" permanently. With those two fixed, it's somewhat usable IMO.
You put me on the right track to figuring out what was going wrong, so thanks for that! If you want the fixes, PM me.
The product page says it's 4.9 compatible, that's not quite true then.
My understanding is that somewhere in 4.7 some of the API changed and broke the "ColorID" feature and cause Line Color to not be honored in both ToonyCam and the standard Outline render script.
I believe it has been mentioned before that the reference to "Compatible Software" will always refer to the latest version of DAZ, whether it's compatible or not. One can only guess why . . .
- Greg
This appears to be fixed in a forthcoming build
http://docs.daz3d.com/doku.php/public/software/dazstudio/4/change_log after the 4.9.3.86 line (which means the build after that build)
It'd be nice to know the details on that change. Depending on how the issue is "fixed" it could impact my product(s), meaning I'd need to code different cases for pre-v4.9.3.86 and post.
Any idea if the change is to the Outline script or to the API?
Sorry, I don't have any further information - with luck we won't have to wait too long for a beta incorporating the update for you to check.
The fix is not to the script but to the way the data is passed to the application, the tokenisation step.
I guess it's the easiest. Keeping constant track of the compatibility of 20.000+ products with the latest version of DS is probably near impossible. A software developer wouldn't get away with it but they usually only have a few products so it doesn't require a lot of testing.
How about an inverting the current behavior - at least with SW/scripts/plugins/et. (non-mesh products).- instead of defaulting to the latest version, set the supported version at release time, e.g. "tested through DAZ 4.5" and left at that unless explicitly updated by QA and/or the Vendor -
It would be more accurate and probably manageable if it were only non-mesh/material products tagged this way - and the motivated/responsible vendors would certainly benefit (PR/goodwill/continued sales) from their efforts and investment in keeping current.
It'd be more accurate, but prolly wouldn't help monthly sales numbers, though returns and trouble tickets may drop off a bit, saving resources there.
2c,
--ms
(edited to clarify wording)
Hi. Sorry for commenting in such an old thread, but I am just now starting to experiment with all the various shaders I have at my disposal in hope of working on my first graphic novel. I just tried using ToonCamPro and it doesn't seem to work at all. When I first try to load the line script, I get the same error others have referenced. If I try to render the scene the whole image is just black. I am on current 4.10 DAZ build.
Sadly I apparently have just about every shader plugin possible installed for DAZ. Sketchy, pwToon, ToonyCamPro, Visual Style Shaders and LineRender900. Complete overkill. LOL. The issue is that any of the iRay based ones are way too slow for me to use. I really need a 3DL solution that works here.
Thanks.
Tooting my own horn (toot!) but my Oso Toon runs really fast. (Technically not a plug-in, but hey)
Toony Cam is working Ok in june for me.
I have been having issues with the Toony Cam too on this newer version of DS..What is OSO Toon?
Digitell: https://www.daz3d.com/oso-toon-shader-for-iray
It's more a tool for toon workflow than a toon shader like the other examples. But I designed it that way specifically because most toon shaders or approaches have certain issues.
One problem: Normal based toon outlines, where 'edges' of things turn black, run into unavoidable issues when an object runs perpendicular to the camera. Like, for example, a floor or table that's almost edge on with camera; it all floods black.
Another problem: Postwork filter comic book styles have a huge problem because the filter has no idea whether a particular color is part of one object or another object. So if you have a brown figure on a brown background, the filter will blob them together and outline around it all (blob, the technical term).
Oso Toon does several things:
It provides scripts and a quick way of rendering material ID-based renders; surfaces are simple flat colors, and then you can use GIMP/Photoshop/etc to outline around each color. (Find Edges in Photoshop, for example)
That gives you one style of lines, based on transitions between surfaces.
There's a Normal-based line rendering mode. It runs into the problem mentioned above, but sometimes that will work.
There's a edge detect line rendering mode, that works best with blocky shapes. It's a little finicky, but cool.
Finally, there's a flat color mode, to remove lighting from the equation. This can give you a base to filter or add to any of the other elements.
It's not a simple 'convert, render' sort of approach, but everything's a tradeoff; the simple approaches are fast, easy, and flawed. This can be still fairly quick, and gives you options to avoid some kinds of problems.
TonneyCam Pro will not install correctly in Daz. I am using Daz 4.12.1.118 (64-bit) and Windows 10, When I try to install it it can not find the application. (see atached file) When I try to run it I get an error. (see other atached file)
I have had it installed before with earlier versions of Daz.
Thanks in advance for your help.