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64 comments found!
Thank you, everbody! You are all awesome, but PhilC is the most awesome this time, because that totally worked. Thanks, Phil!
I set visibleInRender to 0 for all occurences of it in my .cr2 file and now I see it in my preview, but not in the render. BTW, I did have to set casts shadows to false as well.
Also, I do have an older version of Poser (Pro 2012), so the 'visible in camera' mentioned above was not available to me.
Thanks again,
-digitani
Check out my website: http://www.digitani.com
Thread: Build Custom Toon Material / Develop new Shader for Poser | Forum: Poser - OFFICIAL
I got LLToon from this thread:
http://www.renderosity.com/mod/forumpro/showthread.php?thread_id=2801137&page=2
There are several versions in that thread, so be sure to get one of the last two versions.
It is also being hosted on 3D Anime Studio now:
http://3danimestudio.com/new-free-toon-shader-for-poser-lltoon/
I also put up a version with my own parameter tuning to replicate anime cel shading:
http://3danimestudio.com/anime-version-of-lltoon-material-shader-for-poser/
I would love to see what you do with it. :-)
Check out my website: http://www.digitani.com
Thread: Build Custom Toon Material / Develop new Shader for Poser | Forum: Poser - OFFICIAL
I finally figured it out. The reason why the color was washed out in the LLToon Iris was because of the Specular Highlight. Once I turned that down to 0, it was fine.
Check out my website: http://www.digitani.com
Thread: Build Custom Toon Material / Develop new Shader for Poser | Forum: Poser - OFFICIAL
Is the last version of LLToon.mt5 from the other thread the most recent?
I'm attaching an example of LLToon being applied via VSS to just the Right Iris (Aiko's right), leaving the left as an image map directly in the Alt. Diffuse channel. Why do you think the color is washed out in the LLToon Iris? Am I doing something wrong, or is this just the way LLToon works? The corneas are the same in both eyes.
Check out my website: http://www.digitani.com
Thread: Build Custom Toon Material / Develop new Shader for Poser | Forum: Poser - OFFICIAL
I did leave the image map blank. I just added the image map node in there.
Check out my website: http://www.digitani.com
Thread: Build Custom Toon Material / Develop new Shader for Poser | Forum: Poser - OFFICIAL
Thanks for the response. I could not figure out how to make it work. After loading the VSS prop, I replaced the material in one of the template materials with LLToon by loading it from the library. This just blows away the texture map.
I tried adding in an image map node with no image like I think the documenation says to do, but I did not know where to put the image map. I tried hooking it up to the input of the PMC:Color, and that did not work. I tried hooking it up to the Diffuse Color, where the image map is in the previously existing material, and that did not work either.
I'm using A3 and trying with the Iris material for now. Am I doing it wrong?
Thanks again,
Check out my website: http://www.digitani.com
Thread: Build Custom Toon Material / Develop new Shader for Poser | Forum: Poser - OFFICIAL
Hey Bagginsbill!
I finally got a chance to get back into this and try your LLToon shader. Its great!
The only problem is that it blows away textures when you apply it. I started writing a script to apply it and then add the textures back in afterwards automatically, but then I looked into VSS. I'm wondering now if it is a waste of time to write my script. Does VSS take care of this?
Basically, I want to apply LLToon with a certain set of adjustments to everything, retaining any previously existing image maps.
Thanks for your help!
Check out my website: http://www.digitani.com
Thread: Good Source for Animated Poses? | Forum: Poser - OFFICIAL
Thanks so much, estherau! That is a pretty good site. You may be right about them closing. One of the links to their most interesting product is a 404 error. Eeek!
Check out my website: http://www.digitani.com
Thread: Build Custom Toon Material / Develop new Shader for Poser | Forum: Poser - OFFICIAL
Thank you so much, Bagginsbill! You are awesome.
You have given me enough information that I think I can go off and learn on my own for quite some time. Researching on my own before I had no idea what to do to create my own shader, because there seems to be absolutely zero info out there about creating shaders for Poser specficially.
Also, its possible that your shader will do what I want already, so maybe I don't need to do that, but I'm a programmer too, so I'm itching to see what I can do with my new found knowledge. ATM, I have been rolling my own toon shading with a script that I wrote to string together about 7 nodes, none of which are the toon shader node. :-)
I'll try your shader out as soon as I have a chance.
Thanks again!
Check out my website: http://www.digitani.com
Thread: Build Custom Toon Material / Develop new Shader for Poser | Forum: Poser - OFFICIAL
Thanks so much, satria!
Bagginsbill, how do I install your shader in Poser? Also, part of my original question, as I recall, was how to create a shader for Poser. How did you do that?
Check out my website: http://www.digitani.com
Thread: Poser Scripting: Creating figure or adding actor/body part to figure | Forum: Poser - OFFICIAL
Attached Link: Poser Particles Preview
Well, this conversation lit a fire under me this week, so I have done a good bit of coding. Turns out, there is a much better way to do the particles than making each an individual actor. I have made some visible progress, so please check out my demo video. This is very early stuff, but its proof of concept.In the video there are 8000 particles in the scene by the end, although most have fallen out of view.
Check out my website: http://www.digitani.com
Thread: Build Custom Toon Material / Develop new Shader for Poser | Forum: Poser - OFFICIAL
By the way, how did you post those pictures? I could not figure out how to do anything but link to one.
Check out my website: http://www.digitani.com
Thread: Build Custom Toon Material / Develop new Shader for Poser | Forum: Poser - OFFICIAL
ertherau, that comic tone looks great! It really feels like what you would get from a print comic book or graphic novel, rather than a cartoon. I don't have 2014, so I guess I'll just have to look forward to that. I checked out your comic too. Looks beautiful!
satria, those smooth toon renders look awesome! I have been specifically going for cel-shading, but those smooth toon shaders create some beautiful results. I'll have to look into that too. I can't put my finger on what they are doing to make it look 2D, but still smooth.
I especially like the sci-fi room in a smooth toon shading. In anime the backgrounds are typically painted with a lot of detail, since they only have to draw it once, and I have long been experimenting with different ways to replicate that sort of background with cel-shaded figures. I recently came to the opinion that the background does not have to be toon shaded to work with cel-shaded foreground figures, as long as the lighting is not too realistic. That smooth toon shading could make a great anime style background too, though.
Thanks so much for sharing. Here is an image I recently produced as an experiment:
Also, I have a cel-shading gallery on my website.
Check out my website: http://www.digitani.com
Thread: Poser Scripting: Creating figure or adding actor/body part to figure | Forum: Poser - OFFICIAL
Great information! I'm sure that updating someone else's code would not be nearly as fun as starting from scratch, but I think I'll look into that.
Here is the link, apparently:
https://code.google.com/p/pw-particles-3-source/
I wonder what if any differences there are between the open source version and the commercial version.
Check out my website: http://www.digitani.com
Thread: Poser Scripting: Creating figure or adding actor/body part to figure | Forum: Poser - OFFICIAL
Thanks for the reply! The knowledge about Poser scripting seems to be kind of thin out there.
The reason I was looking to do it in script is because I was thinking about developing a particle system via a Python script. Making each particle an actor/body part in a figure seemed to be the best way to approach that. There is already an existing particle system script that does this, so it must be possible somehow.
Check out my website: http://www.digitani.com
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Thread: Make prop visible when working with it, but invisible in render | Forum: Poser - OFFICIAL