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White lines on edges in TB3 in MarmosetViewer

polycounter lvl 18
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capone polycounter lvl 18
I've used TB3 a few times and it has been fine but my latest substance texture (no different to my others) is showing bright white lines when I preview it Marmoset Viewer (it's fine in the main software). So confused, I've followed the guidelines at ;

https://forum.allegorithmic.com/index.php?topic=5451.0



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  • Eric Chadwick
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    I did a web search for "white lines Marmoset" and found this, maybe it will help you
    https://discourse.stonehearth.net/t/anyone-use-qubical-w-marmoset-toolbag/1858/10
  • capone
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    capone polycounter lvl 18
    Thanks. The main solution in that situation seemed to come from export options specific to a different software such as pixel values, something that doesn't seem to be adjustable when exporting my substances. Since then I've stripped my texturemaps and rebuilt the material in toolbag 1 by 1 and discovered that it's the normal map which is the culprit. That's when the lines start to appear (in marmoset viewer rather than in the main software), here are my normal settings.



    These are the settings I've used in the past with success and strictly follow the guidelines at the algorithmic forums;

    https://forum.allegorithmic.com/index.php/topic,5451.0.html 
  • capone
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    capone polycounter lvl 18
    After further exploration, I've noticed it's fine if I switch my normal for previously made normals. So there is something I've done with the creation of this specific normal that is creating the issue.


  • capone
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    capone polycounter lvl 18
    I tried blurring the map by about 20% and it started going away.


  • capone
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    capone polycounter lvl 18
    Finally figured this out, I went to Substance Share and studied a similar wooden floor material (including bringing it into marmoset). I pulled up both their normal map and mine, mine looked much busier and more intense (especially the microdetail). I reworked my substance to match closer intensities to what they had and it's now lost the white lines. I think the general problem was too much information overlaying one enough in those areas (in this case the lines dividing the planks). 

    This is how my normal looks now, much more dull and less contrast. Will slowly start bringing in details now and keep checking in Marmoset to make sure I'm not overlaying too much details in my normals.


  • Joopson
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    Joopson quad damage
    I have a question; does adjusting the material's "Horizon Smoothing" setting (under microsurface) or the "Horizon Occlusion" Setting (under Reflection) get rid of the original problem?
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