As promised, here is the next in our ongoing series of tutorials for
Marmoset Toolbag. This one covers the technical side as well as some contention creation advice(what sort of geometry/content to avoid, image formats, etc).
Displacement Mapping Tutorial
I really wanted to highlight the displacement mapping features here as I'm not sure how many people even know that Toolbag supports it. You do need a DX11 card as well as Windows Vista or newer to use it though.
Replies
Thanks for the tutorial!
disanski, Thanks man, glad you find it useful. Yeah as far as I know we're doing pretty much industry standard techniques here for the technical stuff goes, so the meat of the tutorial should be pretty much universal to other engines, and you will also be able to quickly test stuff out in Toolbag before sending it off to another engine.
Aventhera: Thanks, glad you like it.
Jeff: Thanks, yeah that is a big goal of mine, to make it all straight forward and easy to understand, I hate that feeling of reading through technical manuals or whatever and feeling like I have barely any understanding of the tool/app when I'm done.
Now to try this stuff out on my next game res character
I'm curious to know how it will change workflows if it's used for technical hard surface stuff, where everything needs to be modeled in for it to generate the displacement map properly.
Really cool technology either way, hope to be getting marmoset here pretty soon.
For hard surface props like weapons, items etc I don't really think its as useful. You need to have really accurate shapes for hard surface work while organic work is generally more forgiving, so it works better there. The standard tessellation method also results in some uneven topology, which again hinders accuracy for precise mechanical shapes.
Though I haven't really given it a proper go, I would be curious to see how well hard surface assets hold up when constructed specifically for Displacement Mapping.
I've been messing with World Machine, which is awesome and spits out normal and displacement maps(though I did have to flip the normal horizontally for some reason). This is a 4K map from WM loaded into Toolbag with some simple work in photoshop for the diffuse.
This is lit primarily with a spotlight as well, using the volumetric haze to fake a bit of fog. I'm doing a couple lighting specific articles next, one that goes over all of the lighting tools, and another that covers typical lighting styles for character presentation.
Great, if you come up with anything interesting feel free to post some shots!
Its a feature that hasn't been used a lot yet so any feedback we can get on ways to improve it, and really just seeing the creative ways people come up with to use displacement mapping will be really valuable to us.
i have to dig this out again.
iam only used to export displacement maps out of zbrush.
youre able to tell zbrush to write a 32bit float exr with informations only in the red channel.
Can toolbag handle this red channel data?
When i import that exr into toolbag i set the scale center (strange description) to 0.5 and adjust the scale slider.
This does not lead to fine tesselation no matter which subdiv method i choose above the displacement settings.
What am i doing wrong?
It would be helpfull if you had some tutorial about that.As you might imagine - zbrush is one of THE softwares to get strong displacements from..
Secondly, scale center defines the gray point or zero point, the value in the texture map at which no displacement occurs. This is usually 50% gray, hence the default setting of 0.5.
Thirdly, yes EXR files should work, but you can try PSD if you're having problems.
ok iam just not getting it right.
i use a scale center of 0.5 as i want to be the midgrey -> zero
it results in an inflated mesh even with so small scale values of 0.002.
that interpretation is pretty strange.
As my units should fit (check scene scale). 1cm should be the right value.
With a mid value of zero i get a better result?(last image)
no displace:
displace:
Scale_center_ at zero "0"