Anime Toons and Filatoon Shader Q&A

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  • So I'm finally able to start playing around with this and I've read through the hair posts and I'm really lost. This is the Ash hair for G9 and I applied the hair filatoon material and it looks kind of like iray hair still in filament. I don't see the outline being drawn. Is this how it should look or is there a way to make it look more toony like the hairs I'm seeing in this thread? It very well could be this is how it will be and the hairs I'm seeing utilize the filatoon materials better, but I figure I'd ask. Thank you! 

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  • This is probably a better example, it's a different kind of hair, but it doesn't have that anime kind of feel that I see in the other hairs. Again, it could just very well be how it's supposed to look, but if I can make it more anime like, I'd love to. Thanks for any help! 

    Chad lets split up (0-00-05-00).png
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  • PlantPlant Posts: 124

    Just saying the Toon Comb Over Hair is in the weekly free stuf, gen 3 and multi man

  • crosswindcrosswind Posts: 7,815
    edited December 2024

    benniewoodell said:

    So I'm finally able to start playing around with this and I've read through the hair posts and I'm really lost. This is the Ash hair for G9 and I applied the hair filatoon material and it looks kind of like iray hair still in filament. I don't see the outline being drawn. Is this how it should look or is there a way to make it look more toony like the hairs I'm seeing in this thread? It very well could be this is how it will be and the hairs I'm seeing utilize the filatoon materials better, but I figure I'd ask. Thank you! 

    Yea, it's an SBH. So some tricks may be needed when using it with Filatoon / Filament.

    0) Geo-shell outline doesn't work well on SBH with high tessellation level, it probably make your Vieport doomed... So remove it firstly !
    1) Select Ash Hair, turn on Preview PR Hair and set Viewport Line Tessellation Sides to 3.
    2) With Filatoon shader on the hair, keep a texture map from SBH in Base Color slot with Filatoon shader on the hair node. Turn on Diffuse Overlay and assign the Opacity map from this hair product. (ss1)
    3) Increse Line Start / End Width values till you're satisfied with the result. (ss2)

    Then the hair should be cartoonized. Finetune other settings on the filatoon surfaces as needed.

    Edit: This is just one of the options... and different SHB may need different settings because they use different Hair Generation Mode... some use Root Radius, some use Target Surfaces with Mask maps...so Good luck !

    SNAG-2024-12-17-014.png
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    SNAG-2024-12-17-015.png
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    Post edited by crosswind on
  • crosswind said:

    benniewoodell said:

    So I'm finally able to start playing around with this and I've read through the hair posts and I'm really lost. This is the Ash hair for G9 and I applied the hair filatoon material and it looks kind of like iray hair still in filament. I don't see the outline being drawn. Is this how it should look or is there a way to make it look more toony like the hairs I'm seeing in this thread? It very well could be this is how it will be and the hairs I'm seeing utilize the filatoon materials better, but I figure I'd ask. Thank you! 

    Yea, it's an SBH. So some tricks may be needed when using it with Filatoon / Filament.

    0) Geo-shell outline doesn't work well on SBH with high tessellation level, it probably make your Vieport doomed... So remove it firstly !
    1) Select Ash Hair, turn on Preview PR Hair and set Viewport Line Tessellation Sides to 3.
    2) With Filatoon shader on the hair, keep a texture map from SBH in Base Color slot with Filatoon shader on the hair node. Turn on Diffuse Overlay and assign the Opacity map from this hair product. (ss1)
    3) Increse Line Start / End Width values till you're satisfied with the result. (ss2)

    Then the hair should be cartoonized. Finetune other settings on the filatoon surfaces as needed.

    Edit: This is just one of the options... and different SHB may need different settings because they use different Hair Generation Mode... some use Root Radius, some use Target Surfaces with Mask maps...so Good luck !

    Thank you so much for taking the time to do this explaination! I'll play around with it some more tonight when I get home. I'm very excited at the idea of doing my film in filatoon now that I'm seeing what it can do. 

  • barbultbarbult Posts: 24,694
    edited December 2024

    crosswind said:

    benniewoodell said:

    So I'm finally able to start playing around with this and I've read through the hair posts and I'm really lost. This is the Ash hair for G9 and I applied the hair filatoon material and it looks kind of like iray hair still in filament. I don't see the outline being drawn. Is this how it should look or is there a way to make it look more toony like the hairs I'm seeing in this thread? It very well could be this is how it will be and the hairs I'm seeing utilize the filatoon materials better, but I figure I'd ask. Thank you! 

    Yea, it's an SBH. So some tricks may be needed when using it with Filatoon / Filament.

    0) Geo-shell outline doesn't work well on SBH with high tessellation level, it probably make your Vieport doomed... So remove it firstly !
    1) Select Ash Hair, turn on Preview PR Hair and set Viewport Line Tessellation Sides to 3.
    2) With Filatoon shader on the hair, keep a texture map from SBH in Base Color slot with Filatoon shader on the hair node. Turn on Diffuse Overlay and assign the Opacity map from this hair product. (ss1)
    3) Increse Line Start / End Width values till you're satisfied with the result. (ss2)

    Then the hair should be cartoonized. Finetune other settings on the filatoon surfaces as needed.

    Edit: This is just one of the options... and different SHB may need different settings because they use different Hair Generation Mode... some use Root Radius, some use Target Surfaces with Mask maps...so Good luck !

    Step 2: How do you find Diffuse Overlay on a surface with FilaToon Hair shader?

    Edit: Oh, are you using FilaToon Base instead of FilaToon Hair shader?

    Post edited by barbult on
  • crosswindcrosswind Posts: 7,815
    ....

    Thank you so much for taking the time to do this explaination! I'll play around with it some more tonight when I get home. I'm very excited at the idea of doing my film in filatoon now that I'm seeing what it can do. 

    You're welcome ! yes

  • crosswindcrosswind Posts: 7,815

    ...

    Then the hair should be cartoonized. Finetune other settings on the filatoon surfaces as needed.

    Edit: This is just one of the options... and different SHB may need different settings because they use different Hair Generation Mode... some use Root Radius, some use Target Surfaces with Mask maps...so Good luck !

    Step 2: How do you find Diffuse Overlay on a surface with FilaToon Hair shader?

    Edit: Oh, are you using FilaToon Base instead of FilaToon Hair shader?

    Yes, that's right !

  • ArtiniArtini Posts: 9,642

    Very interesting tool appeared in the shop:

    https://www.daz3d.com/v3d-filatoon-converter-manager-and-tools

     

  • crosswindcrosswind Posts: 7,815

    Artini said:

    Very interesting tool appeared in the shop:

    https://www.daz3d.com/v3d-filatoon-converter-manager-and-tools

     

    Seems a time saver.

  • ElorElor Posts: 1,846
  • crosswindcrosswind Posts: 7,815

    Elor said:

    And if you need (top notch) help using it, the support thread is here:

    https://www.daz3d.com/forums/discussion/713956/coming-soon-v3d-filatoon-converter-manager-and-tools-commercial

    Thank you Elor ! yes

  • ImagoImago Posts: 5,236

    Someone knows a way to make Filatoon work in 4.21?

  • MadaMada Posts: 2,013

    Imago said:

    Someone knows a way to make Filatoon work in 4.21?

    It won't. You need the changes that were made to the filament renderer in the program code in Daz Studio for it to work properly.

  • ImagoImago Posts: 5,236

    Mada said:

    It won't. You need the changes that were made to the filament renderer in the program code in Daz Studio for it to work properly.

    So, I guess I will never use that. Thanks for the answer, though.

  • crosswindcrosswind Posts: 7,815

    Imago said:

    Mada said:

    It won't. You need the changes that were made to the filament renderer in the program code in Daz Studio for it to work properly.

    So, I guess I will never use that. Thanks for the answer, though.

    You still can install a DS 4.23 Public Build if you want to... while keeping those multiple older DS versions... as I know latest version brings you crash.

  • ImagoImago Posts: 5,236

    crosswind said:

    I know latest version brings you crash.

    Exactly. sad I have both 4.21 and 4.23 installed but only 4.21 is usable.

    I don't want to bring this matter here, I just asked if it was possible to use Filatoon and got my answer.

  • crosswindcrosswind Posts: 7,815

    Imago said:

    crosswind said:

    I know latest version brings you crash.

    Exactly. sad I have both 4.21 and 4.23 installed but only 4.21 is usable.

    I don't want to bring this matter here, I just asked if it was possible to use Filatoon and got my answer.

    Right ~ understood ~ The crash issue with Mesh Grabber on your side is still a mystery to me... Sorry.

  • load Genesis9 Base Anime Feminine
    delete Genesis9 toon outline

    Export .blend with Rig conversion unreal mannequine rig and Generate FBX file

    After completing export, Genesis 9 Base's eye broken 

     

    スクリーンショット 2024-12-31 170123.png
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  • 3Diva3Diva Posts: 11,699

    automaticcolors said:

    load Genesis9 Base Anime Feminine
    delete Genesis9 toon outline

    Export .blend with Rig conversion unreal mannequine rig and Generate FBX file

    After completing export, Genesis 9 Base's eye broken 

    Are the eyes still broken after you close Daz Studio and relaunch it? If so, I recommend putting in a support ticket about it: https://bugs.daz3d.com/hc/en-us/requests/new

    Maybe direct it to "Technical Support".

  • Hello everyone,
    a cool thread that I like to follow because I also really like filatoon.
    I'm actually looking for answers to a specific topic that I haven't found here. If my question doesn't belong here, maybe someone has a tip where I could find answers.
    So: I keep trying to convert normal figures into filatoon and usually have problems with the eyes, as you can see in the picture. The pupils are not big enough and I can't enlarge them. Could it be that this doesn't work so well on morphed figures? That I have to use simpler figures? I haven't actually managed to get the eyes right on any normal figure. Does anyone have an idea what I'm doing wrong? I am happy about every tip :-).

    The light isn´t the problem ;-). I didn´t change it at the moment. It´s from the original iray render.

    Best regards, Samara Blue/Kerstin Ellinghoven
    P.S. I use an automatic translator and hope that the text is understandable.
    Otherwise, have a good new year!

    Translated with DeepL.com (free version)

    Toon eyes bad2000.jpg
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  • crosswindcrosswind Posts: 7,815

    lady-sahmara-photo said:

    Hello everyone,
    a cool thread that I like to follow because I also really like filatoon.
    I'm actually looking for answers to a specific topic that I haven't found here. If my question doesn't belong here, maybe someone has a tip where I could find answers.
    So: I keep trying to convert normal figures into filatoon and usually have problems with the eyes, as you can see in the picture. The pupils are not big enough and I can't enlarge them. Could it be that this doesn't work so well on morphed figures? That I have to use simpler figures? I haven't actually managed to get the eyes right on any normal figure. Does anyone have an idea what I'm doing wrong? I am happy about every tip :-).

    The light isn´t the problem ;-). I didn´t change it at the moment. It´s from the original iray render.

    Best regards, Samara Blue/Kerstin Ellinghoven
    P.S. I use an automatic translator and hope that the text is understandable.
    Otherwise, have a good new year!

    Translated with DeepL.com (free version)

    Is it a G8 or G9 ?

  • crosswindcrosswind Posts: 7,815

    automaticcolors said:

    load Genesis9 Base Anime Feminine
    delete Genesis9 toon outline

    Export .blend with Rig conversion unreal mannequine rig and Generate FBX file

    After completing export, Genesis 9 Base's eye broken 

     

    If you expand the node Genesis 9 Toon Floating Iris, you'll find the bones under head are all removed, so the rigging of Iris is lost... The exported result in .blend file is also wrong.

    It seems a bug~~ you better fill a ticket. 

  • WonderlandWonderland Posts: 7,017

    lady-sahmara-photo said:

    Hello everyone,
    a cool thread that I like to follow because I also really like filatoon.
    I'm actually looking for answers to a specific topic that I haven't found here. If my question doesn't belong here, maybe someone has a tip where I could find answers.
    So: I keep trying to convert normal figures into filatoon and usually have problems with the eyes, as you can see in the picture. The pupils are not big enough and I can't enlarge them. Could it be that this doesn't work so well on morphed figures? That I have to use simpler figures? I haven't actually managed to get the eyes right on any normal figure. Does anyone have an idea what I'm doing wrong? I am happy about every tip :-).

    The light isn´t the problem ;-). I didn´t change it at the moment. It´s from the original iray render.

    Best regards, Samara Blue/Kerstin Ellinghoven
    P.S. I use an automatic translator and hope that the text is understandable.
    Otherwise, have a good new year!

    Translated with DeepL.com (free version)

    Can you morph the eye size/pupils before you convert it? Create the character first, then apply the shaders but don't apply the toon shaders to the eye moisture or sclera. 

  • ArtiniArtini Posts: 9,642
    edited January 2
    ToonGen4G8F03pic01.jpg
    1200 x 1200 - 277K
    Post edited by Artini on
  • lady-sahmara-photolady-sahmara-photo Posts: 40
    edited January 2

    Wonderland said:

    lady-sahmara-photo said:

    Hello everyone,
    a cool thread that I like to follow because I also really like filatoon.
    I'm actually looking for answers to a specific topic that I haven't found here. If my question doesn't belong here, maybe someone has a tip where I could find answers.
    So: I keep trying to convert normal figures into filatoon and usually have problems with the eyes, as you can see in the picture. The pupils are not big enough and I can't enlarge them. Could it be that this doesn't work so well on morphed figures? That I have to use simpler figures? I haven't actually managed to get the eyes right on any normal figure. Does anyone have an idea what I'm doing wrong? I am happy about every tip :-).

    The light isn´t the problem ;-). I didn´t change it at the moment. It´s from the original iray render.

    Best regards, Samara Blue/Kerstin Ellinghoven
    P.S. I use an automatic translator and hope that the text is understandable.
    Otherwise, have a good new year!

    Translated with DeepL.com (free version)

    Can you morph the eye size/pupils before you convert it? Create the character first, then apply the shaders but don't apply the toon shaders to the eye moisture or sclera. 

    No, I can´t morph the eyes, but I can try your workflow. Use I the  normal eyes or the toon eyes?

    Post edited by Richard Haseltine on
  • Artini said:

    FilaToon render of Genesis 8 Female from https://www.daz3d.com/toon-generations-4-mega-bundle-for-genesis-8

    converted to FilaToon with https://www.daz3d.com/v3d-filatoon-converter-manager-and-tools

    looks nice, but she has no filatoon eyes.

  • lady-sahmara-photolady-sahmara-photo Posts: 40
    edited January 2

    crosswind said:

    automaticcolors said:

    load Genesis9 Base Anime Feminine
    delete Genesis9 toon outline

    Export .blend with Rig conversion unreal mannequine rig and Generate FBX file

    After completing export, Genesis 9 Base's eye broken 

     

    If you expand the node Genesis 9 Toon Floating Iris, you'll find the bones under head are all removed, so the rigging of Iris is lost... The exported result in .blend file is also wrong.

    It seems a bug~~ you better fill a ticket. 

    OK :-)

    Post edited by Richard Haseltine on
  • crosswindcrosswind Posts: 7,815
    edited January 2

    lady-sahmara-photo said:

    crosswind said G9:

    lady-sahmara-photo said:

    Hello everyone,
    a cool thread that I like to follow because I also really like filatoon.
    I'm actually looking for answers to a specific topic that I haven't found here. If my question doesn't belong here, maybe someone has a tip where I could find answers.
    So: I keep trying to convert normal figures into filatoon and usually have problems with the eyes, as you can see in the picture. The pupils are not big enough and I can't enlarge them. Could it be that this doesn't work so well on morphed figures? That I have to use simpler figures? I haven't actually managed to get the eyes right on any normal figure. Does anyone have an idea what I'm doing wrong? I am happy about every tip :-).

    The light isn´t the problem ;-). I didn´t change it at the moment. It´s from the original iray render.

    Best regards, Samara Blue/Kerstin Ellinghoven
    P.S. I use an automatic translator and hope that the text is understandable.
    Otherwise, have a good new year!

    Translated with DeepL.com (free version)

    Is it a G8 or G9 ?

    A G9 character ? If so, it'll be easier. You can simply dial a couple of morphs to increase the size of irises, e.g. Eye Iris Size Larger, Toon Iris Dilate (setting negative value increases irises size...).

    Not like G8, these morphs all come from starter essentials...

    SNAG-2025-1-3-005.png
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    Post edited by crosswind on
  • ArtiniArtini Posts: 9,642
    edited January 2

    Yes, it is not so easy for Genesis 8.

    Below is my another trial.

    ToonGen4G8F04pic02.jpg
    1200 x 1200 - 277K
    Post edited by Artini on
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