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Toolbag 2 | 2.07 Update, Marmoset Viewer Now Included!
Today is the day! We can’t possibly overstate how excited we are to announce the release of Marmoset Viewer, which is now included FOR FREE in the Toolbag 2.07 update! Marmoset Viewer brings the power of Toolbag 2 to the web in high quality, fully interactive 3D glory. Share your art like never before by integrating 3D scenes into your self-hosted portfolio or uploading your work to
http://www.artstation.com.
For more info about Marmoset Viewer, visit:
http://www.marmoset.co/viewer
Check out the Getting Started tutorial as well:
http://www.marmoset.co/viewer/gettingstarted
2.07 is a huge update, with additional features including support for material IDs, Unity tangent space, Substance 5 materials, PLY mesh format, Filmic tone mapping, tooltips, default scene and material systems, object locking and too many other features and bug fixes to list.
Toolbag 2 Changelog:
http://www.marmoset.co/toolbag/history
Buy or try Toolbag 2:
http://www.marmoset.co/shop/tb2[ame="
https://www.youtube.com/watch?v=5WwkkNHvgV4"][/ame]
Replies
I wonder how popular it will be for portfolio's though. Maybe the default will be still images with the option of Marmoset Viewer as a separate page or something; will probably depend on load times / if plugins need to be installed etc. Still, an excellent option to have.
We use WebGL so no plugins are required, as long as your browser/device supports WebGL, which most do these days.
Man I wish I was at GDC though; so much cool stuff.
Does Marmoset export to the viewer or archive?
Any time you send model and texture data over the internet it could feasibly be intercepted, we don't make this process easy, but our viewer, and any other viewer that displays 3d on the web is vulnerable to hacking. This applies to many games as well, if your art is in a game engine, there are methods to extract it from the buffer.
This isn't an issue unique to Marmoset Viewer, nor is it a new issue. Basically, hackers gonna hack, so how concerned you should be about this is really up to you.
We do not export to Sketchfab nor is our content compatible with their system.
Marmoset Viewer files are exported from Marmoset Toolbag 2, at which point you can upload them to your web server and embed them into a webpage, either directly into a .html file or by loading a .html file up with an iframe. We feel it is important to give artists full control over their files and how they are hosted. We will be working with various forums to support embedding the Viewer directly into threads as well.
I'm in the middle of picking a web hosting company. I want something easy to use so it will probably be one of those sandbox portfolio hosting solutions where I don't have to code much. Is there something I should look out for to ensure compatibility?
This sort of depends on what you mean by presentation settings. Right now, all of the mesh, material, shader, camera, lighting and post effect information is saved into the .mview file. So if you wanted to change any of that, you would need to re-export the scene.
At this point, I believe as long as your web-host allows you to upload the files and gives you access html editing you should be able to embed Viewer files.
Sorry, wasn't clear. I'm asking what that means. It's on the Marmoset Viewer webpage. Like if I want the user to be able to see a specific map or not. Is that something that I set at export or is that something I can just configure somehow after it's on my portfolio site.
What we mean by presentation settings is the visual presentation of the art content itself, lighting, camera, post effects, etc.
just wondering if there was an ETA for Viewer? Apologies if this has been detailed elsewhere. and np if you're not ready to divulge yet
Cheers
no rush, just wanting to get a better handle on when to maybe expect.
Lots of exciting news came from lots of directions at GDC, but i didn't notice too many eta's.
few weeks = hopefully before june in my estimation, will practice the patience game till then.
However, one suggestion that seems to have been quite popular is some kind of texel density display on the mesh. Your thoughts?
This is why we opted to show the maps in 3D instead, because you can view the textures all at once (regardless of how many), while retaining the the same 3D controls and interface. We haven't ruled out a flat view entirely, but we feel that presenting the maps in 3D feels a lot more natural, we'll be interested to hear what you guys think when the public build is out.
Now, you can embed the Viewer directly into your portfolio, so there is nothing stopping you from say, loading an image below the viewer embed to show your texture maps in whichever 2d layout you prefer.
I'm guessing that if I embed to a specific viewer size that I can toggle full screen like in Sketchfab or p3d.in. To me that's more important than viewing flats. I want all the detail I work on to be easily viewable.
Marmoset Viewer | GDC Gallery
http://viewer.marmoset.co/test/gdcgallery.html
Marmoset Viewer is currently in private beta, however, we wanted to give everyone a sneak peak. This is the demo gallery we put together for our 2015 GDC booth. We also want to send out a special thanks to all the talented artists who are helping us iron out bugs and get Marmoset Viewer ready for release.
Learn more about Marmoset Viewer: http://www.marmoset.co/viewer
Thanks, yeah this is something we've been thinking about too, sky rotation isn't immediately clear. On pc/mac, its shift+lmb, on mobile/touch its three finger swipe.
You could put a simple icon of a mouse in the upper left corner and have each button highlighted with a single word explanation for each and everyone would instantly know how to use it.
Unfortunately we can't rely on MMB, as not all devices have them, most laptops don't have a MMB for instance. So MMB and RMB do the same, as pan is typically bound to MMB in 3d apps. Maybe MMB+drag could rotate the sky, but even that doesn't solve the issue (its simply not apparent that sky rotation is a thing you can do) so we may need to add an interface for it or something.
Double click brings up the layers view, space bar doesn't do anything in Marmoset Viewer, but shows/hides the UI in Toolbag 2.
RE: Tab twice, yeah you tabbed over to the layers button, and hitting space is the same as a mouse click then. Not crazy. :poly142:
Edit: You might want to consider putting in an button that automatically rotates the scene slowly as well.
During the rendering process, tangent space normals are converted into worldspace, we're just rendering the final output. One of the main benefits to this is it's far easier to diagnose bad normals in this view than it is displaying tangents only.
Small suggestion ... can you make it so when you mouse wheel over a spot to zoom in, the viewport zooms to that location instead of just towards the center? That would allow for quick inspection of models.
There are no technical requirements here, you can use tangent space normal maps like you normally would. To render a tangent space map, every renderer has to convert it to world space, so we're simply showing the end result.
As Lee says, this is a more accurate representation of what your normals (mesh+normal map) actually look like, rather than simply showing the tangent space map, which is really normal data out of context, and looking at it doesn't tell you much. One of the biggest reasons we've gone with world space normals is that you see what the normals actually look like when applied to the model, and as we're showing the maps applied in 3d, tangent space maps would present "seams" and other artifacts like ugly gradients that are necessary to compensate for the lowpoly mesh normals and uv discontinuities, but do not actually show up in the end result.
Also, you can shift+drag to "rotate" the world space normals, which is fun.
All the models are flipped vertically (or at least rotated 180 degrees). I'm not sure if it's marmoset related though or some other setting or driver problem. I think I encountered the same problem with another web 3D viewer before.
I'll ask about this, I think with touch devices it more or less works that way anyway. Thanks for the feedback!
Whoa, thats a weird one. Can you tell me more about your system?
What device?
What OS?
What GPU?
What browser?
Thanks!
Ah, makes sense!
I just checked on my work PC, and it's working like a charm here, so no idea what the problem is at home.