Anime Toons and Filatoon Shader Q&A

12223252728

Comments

  • Richard HaseltineRichard Haseltine Posts: 100,888

    The scene is using Filament as its drawstyle?

  • Yes

  • Double checked the render engine and that seemed to have solved the issue with props in the room. The sofa, 2 chairs, coffee table and floor worked fine. When I went to apply the Vicky 9 shader to Genesis 9, this is what I got. I undid and tried just Mikey 9, same result. Undid again and applied just generic filatoon skin shader, same result. I only have 2 spotlights in the room set as raytraced shadows.

    GuestQuarters_test-110524-01.jpg
    2100 x 2100 - 2M
  • SolitarySandpiperSolitarySandpiper Posts: 566
    edited November 6

    GRFK DSGN Unlimited said:

    Double checked the render engine and that seemed to have solved the issue with props in the room. The sofa, 2 chairs, coffee table and floor worked fine. When I went to apply the Vicky 9 shader to Genesis 9, this is what I got. I undid and tried just Mikey 9, same result. Undid again and applied just generic filatoon skin shader, same result. I only have 2 spotlights in the room set as raytraced shadows.

    Spotlights in confined spaces can be problematic because of the nature of light and how it falls away (inversed to the distance squared) basically each doubling of the distance will require 4x the light, each halving of the distance will require 0.25x the light.

    in your scene the spotlight is too close (bleaching out all the colour) you can already see the colour returning to the parts furthest from the spotlight.... decrease the intensity, luminous flux , increase the spread angle and (or) move it further away, then play with shadow threshold and smoothness of the character in the surface tab.

    Also increasing the environment weight in the surfaces tab may help.

    Post edited by SolitarySandpiper on
  • 3Diva3Diva Posts: 11,511

    SolitarySandpiper said:

    GRFK DSGN Unlimited said:

    Double checked the render engine and that seemed to have solved the issue with props in the room. The sofa, 2 chairs, coffee table and floor worked fine. When I went to apply the Vicky 9 shader to Genesis 9, this is what I got. I undid and tried just Mikey 9, same result. Undid again and applied just generic filatoon skin shader, same result. I only have 2 spotlights in the room set as raytraced shadows.

    Spotlights in confined spaces can be problematic because of the nature of light and how it falls away (inversed to the distance squared) basically each doubling of the distance will require 4x the light, each halving of the distance will require 0.25x the light.

    in your scene the spotlight is too close (bleaching out all the colour) you can already see the colour returning to the parts furthest from the spotlight.... decrease the intensity, luminous flux , increase the spread angle and (or) move it further away, then play with shadow threshold and smoothness of the character in the surface tab.

    Also increasing the environment weight in the surfaces tab may help.

    I think you're right, as I'm seeing a little bit of flesh tone on the very ends of his feet where there is enough falloff from the light to be present. I think you've probably figured it out, that the light is far too bright -that would be my guess too, anyway.

  • All good suggestions. But what it took was adding in the filament options set from the Genesis 9 toon directory to fix things. Also for some reason when I applied Micky 9 and Vicky 9 a toon outline wasn't added. Once I added a toon outline and then reapplied the material file, everything worked. Now I just need to go back and get my drop shadows back.

  • 3Diva3Diva Posts: 11,511

    GRFK DSGN Unlimited said:

    All good suggestions. But what it took was adding in the filament options set from the Genesis 9 toon directory to fix things. Also for some reason when I applied Micky 9 and Vicky 9 a toon outline wasn't added. Once I added a toon outline and then reapplied the material file, everything worked. Now I just need to go back and get my drop shadows back.

    Make sure your lights have shadows enabled. 

  • They are enabled. And then as soon as I add the filaments set they seem to disappear. Does adding the set change the settings on spotlights? I know it only adds a distance light but doesn't set it's shadow property. Or at least in my case it's not.

  • GRFK DSGN Unlimited said:

    All good suggestions. But what it took was adding in the filament options set from the Genesis 9 toon directory to fix things. Also for some reason when I applied Micky 9 and Vicky 9 a toon outline wasn't added. Once I added a toon outline and then reapplied the material file, everything worked. Now I just need to go back and get my drop shadows back.

    It's actually the distant light that was added that filled in the shadows... always good to have the filament draw options available though. 

  • It does seem that like once the distant light was removed and then only adding in the filament options from the set that the shadows returned. I added a few more spotlights to try and spread the light around. Eventually added the distant light back in but at a reduced intensity so it wouldn't wash out the shadows. Also played with environment weight on several items so they weren't so dark. At least now I know of some settings to play with when the shader does something weird or doesn't behave as expected.

    Guest quarters test 110524-02.jpg
    2100 x 2100 - 2M
  • SolitarySandpiperSolitarySandpiper Posts: 566
    edited November 6

    GRFK DSGN Unlimited said:

    They are enabled. And then as soon as I add the filaments set they seem to disappear. Does adding the set change the settings on spotlights? I know it only adds a distance light but doesn't set it's shadow property. Or at least in my case it's not.

    it doesn't change the settings on the spotlight but you will have to change the shadow type on the newly added distant light from none to any of the two other options (that if you want the distant light to cast a shadow also).

    Post edited by SolitarySandpiper on
  • GRFK DSGN Unlimited said:

    It does seem that like once the distant light was removed and then only adding in the filament options from the set that the shadows returned. I added a few more spotlights to try and spread the light around. Eventually added the distant light back in but at a reduced intensity so it wouldn't wash out the shadows. Also played with environment weight on several items so they weren't so dark. At least now I know of some settings to play with when the shader does something weird or doesn't behave as expected.

    It was very easy to recreate your problem... literally load a figure, look at it from above, load in a spotlight to that viewpoint and increase the lumens of that spotlight to the point where only the feet were showing slight colour.

    There are some odd characteristics that need to be understood (Vicky's eyebrows are one odd characteristic i'm trying to workout) in asking questions you learn and the people working on the solution learn too, i know i did here. 

     

  • My first attempts playing around with filatoon.

    shaman color 2.png
    756 x 1080 - 800K
    shaman color.png
    756 x 1080 - 542K
    shaman.png
    756 x 1080 - 725K
  • 3Diva3Diva Posts: 11,511

    GRFK DSGN Unlimited said:

    They are enabled. And then as soon as I add the filaments set they seem to disappear. Does adding the set change the settings on spotlights? I know it only adds a distance light but doesn't set it's shadow property. Or at least in my case it's not.

    As far as I can tell, Filament only "reads" one distant light (whichever one is highest up on the list in the Scene Tab) and if it's set to "Shadows >> None" it can override shadows cast by other lights. So that might be what's causing the issues. That's just a guess of course since I can't see your scene tab. 

  • i'm glad i've been following this thread from the start... just little nuggets of knowledge that accumulate and stick in the mind over time.

  • vrba79vrba79 Posts: 1,398

    Can someone explain the custom LUTs to me? That's one thing I haven't really played with yet.

  • Richard HaseltineRichard Haseltine Posts: 100,888

    vrba79 said:

    Can someone explain the custom LUTs to me? That's one thing I haven't really played with yet.

    https://www.studiobinder.com/blog/what-is-lut/

    Essentially a LUT lets you change the colours in a systematic way for various effects.

  • SolitarySandpiperSolitarySandpiper Posts: 566
    edited November 6

    vrba79 said:

    Can someone explain the custom LUTs to me? That's one thing I haven't really played with yet.

    My understanding of LUTs is colour grading (as in Richard's link) but how that relates to Filatoon LUT presets is unclear... in fact, from my current understanding there seems to be no relationship at all. (i'm hoping your question will change that).

    From what i can tell these LUTs give us four options on how the transition from light to dark is rendered, either light to dark with no transition, an intermediate mid tone step and two options where the intermediate step has a small gradient. i can't glean any more than that at the moment. 

    Having these presets would allow a consistent and uniform transition if used on all elements in a scene (which could be useful) but not sure how that falls within my understanding of a LUT.

     

    Edit: Ripped this from Mada's first post (it doesn't help me at the moment but it's the only official explanation we have)...

    LUT presets

    Color grading and shading transitions presets
    Specular and Shadow use the same LUT map. 
    Different offsets will sample different parts of the image
    Divide the image in half vertically and put the shadow in the lower half, specular in the upper. 
    A value of 0.25 for shadow and 0.75 for specular gives you some pixel buffer.

     

    2nd Edit: i still wouldn't understand it but wouldn't changing the words image to surface and vertically to horizontally make more sense?

    Post edited by SolitarySandpiper on
  • That was my understanding as well.

  • Artini Thank you! heart

    SolitarySandpiper and Artini, you're welcome! Glad the explanation was useful. smiley

     

    Dartanbeck said:

     

    When I first saw what the incredible development team did to the Filament Draw Options I couldn't believe my eyes!

    At that point I didn't know that there were any changes. I just went in there to do my usual adjustments of Environment and Scene Lighting Intensities. Blew my mind!

    As I do animations pretty much exclusively (even my stills are simply a frame from an animation - hence the low resolution) I don't spend a whole lot of time on the specifics within Studio - mainly just keeping the highs from overshooting and the lows from puddling, then I just do my color grading in Fusion. I haven't graduated to Resolve's Color page yet. I mean... I know it's there and how to do a lot in it, but I currently just work in Fusion adding color grading nodes to any layer I want to grade - individually. It's a lot of fun and makes final decisions more flexible. But that's just me and how I work for my video clips. It makes Noir and/or nostalgic Aged looks pretty interesting since we can isolate differences between each layer separately - like a faded brown tint background with a muted, faded, but full color main interest layer, for example. Maybe over accentuate only the reds for one character layer. It's a lot of fun to mess around with!

    Dartanbeck I can totally see the benefit of working in layers as you do and then do color grading in Resolve/Fusion. Working in layers and applying fx/color grading to them separately can open up so many possibilies! yes
    I've been meaning to use Resolve, especially for its color grading abilities, but I've chickened out twice now to return to what I usually go with for video editing (simple, but I know my way around). I just have to bite the bullet and follow some Resolve tutorials and practice!

    For some of my projects, especially in Iray, it made a lot of sense to get DAZ to do as much up front. For example, BW in Iray has the added benefit of being so much faster to render than color, that I cut down a lot of time rendering BW directly. Filament's fast. The one big benefit here of rendering directly in BW for a BW project is getting the tonal relationships right in one go. It's harder for me to do that in color. smiley

  • SapphireBlueSapphireBlue Posts: 959
    edited November 6

    My next FilaToon experiment was to try and get a saturated watercolor kinda feel right in DAZ. I tweaked the Filament Draw Settings heavily and added some watercolor textures in the scene. I really want to see what's possible and close enough to what a style might evoke, so I can mimize postwork. Especially when animating, that would speed things up a lot. This was just a quick test, no postwork except for the watermark. I'm happy with the possibilities. 

    Post edited by SapphireBlue on
  • MadaMada Posts: 1,989

    SolitarySandpiper said:

    vrba79 said:

    Can someone explain the custom LUTs to me? That's one thing I haven't really played with yet.

    My understanding of LUTs is colour grading (as in Richard's link) but how that relates to Filatoon LUT presets is unclear... in fact, from my current understanding there seems to be no relationship at all. (i'm hoping your question will change that).

    From what i can tell these LUTs give us four options on how the transition from light to dark is rendered, either light to dark with no transition, an intermediate mid tone step and two options where the intermediate step has a small gradient. i can't glean any more than that at the moment. 

    Having these presets would allow a consistent and uniform transition if used on all elements in a scene (which could be useful) but not sure how that falls within my understanding of a LUT.

     

    Edit: Ripped this from Mada's first post (it doesn't help me at the moment but it's the only official explanation we have)...

    LUT presets

    Color grading and shading transitions presets
    Specular and Shadow use the same LUT map. 
    Different offsets will sample different parts of the image
    Divide the image in half vertically and put the shadow in the lower half, specular in the upper. 
    A value of 0.25 for shadow and 0.75 for specular gives you some pixel buffer.

     

    2nd Edit: i still wouldn't understand it but wouldn't changing the words image to surface and vertically to horizontally make more sense?

    Hi yes I wrote that in the beginning when we started to experiment, and its looks like its now horizontal images, will double check in a bit.
    Some fun things to play around with - change the black and white to a colour ie red and blue - you can get some very interesting effects. Adding a LUT map will override the shadow and specular threshold dials. 

  • SolitarySandpiperSolitarySandpiper Posts: 566
    edited November 7

    Mada said:

    Hi yes I wrote that in the beginning when we started to experiment, and its looks like its now horizontal images, will double check in a bit.
    Some fun things to play around with - change the black and white to a colour ie red and blue - you can get some very interesting effects. Adding a LUT map will override the shadow and specular threshold dials. 

     Hi Mada, thank you for that first post, it's helped so much in my understanding of the Filatoon presets.

    May i just ask you for clarification on what you mean by "change the black and white to a colour ie red and blue"  

    is it any of the following two examples or is it something else?

    Thank you.

     

    Swapping a custom greyscale LUT for a custom colour LUT.

     

    Or just changing the base colour and ambient colour

     

    lut 2PNG.PNG
    465 x 779 - 84K
    lut PNG.PNG
    315 x 732 - 114K
    Post edited by SolitarySandpiper on
  • MadaMada Posts: 1,989

    yes a custom LUT texture map.  :) First image.

  • 3Diva3Diva Posts: 11,511
    edited November 7

    Here are a couple of LUT tests. The images show the strip of "color" I made and saved as a PNG that I put into the LUT slot. Under that the settings I used. 

     

     

    Lut_Test_Sharp.png
    800 x 1040 - 853K
    Lut_Test_Color.png
    800 x 1040 - 863K
    Lut_Test_Gradient.png
    800 x 1040 - 861K
    Post edited by 3Diva on
  • Mada said:

    yes a custom LUT texture map.  :) First image.

    Thanks for the clarification. 

  • 3Diva said:

    Here are a couple of LUT tests. The images show the strip of "color" I made and saved as a PNG that I put into the LUT slot. Under that the settings I used. 

     

     

    They are really useful examples of the custom LUT maps in action... Thank you. 

  • 3Diva Thank you for those great examples! heartI'm going to have to try out some custom LUTs. 

  • I think I'm getting there. I'm liking the results I'm getting finally.

    Augustine_AtTheBeach-110724-01-cropped.jpg
    1500 x 956 - 2M
  • nonesuch00nonesuch00 Posts: 18,131

    I have a question I'm pretty sure I know the answer too but it makes absolutely no sense to apply Filatoons shaders to strand based/dForce hair does it as all the detail in the strands of hair runs contrary to the artistic style of Filatoons shaders.

Sign In or Register to comment.