Is there a way to get reflections in Marmoset Toolbag? I was using dDo and it looks like I can get reflections in the Marmoset preview (now with skybox) but in Marmoset actual, it looks like all the skybox does for me is create light based on my cube map?
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It does however support cubemap based specular reflections, as the default lighting method uses image based lighting, that will reflect the lighting environment.
More on the lighting system and setting up materials here:
http://www.marmoset.co/toolbag/learn/materials
and
http://www.marmoset.co/toolbag/learn/lighting
If you're still having problems after reading these articles please post some images of your model. Keep in mind that if you're loading a gloss map (which goes in the specular map's alpha channel) that you should set the specular sharpness to the max value, so the gloss map can control the full range of glossiness.
it would be awesome if version 2 had some sort of fake realtime reflections like screen space reflection in cryengine.
for now, you can try faking it by duplicating the mesh and mirroring it to the ground, but would only work for ground reflection.
Oh yeah it would be awesome.
Also, it totally does. =D
This is also compounded by the fact that the max specular sharpness/glossiness is still fairly blurry, which is a technical constraint with Toolbag 1, though it will be resolved in Toolbag 2.
Increasing the tri count doesn't change the shape. You're still only getting reflections on a flat plane. Refer to the image example in EarthQuake's post. The cube and plane don't have as much detail in the reflections compared to the sphere and cylinder.
Your spec map controls the brightness of the reflections and your gloss map controls the sharpness of them. Play around with them for a while.
Also, your reflective floor will only be able to get reflections from the cube maps and lights but not your models.
You will not be able to create a mirror in Marmoset just from controlling reflection level and glossiness. From EarthQuake's post, the images are near as sharp reflections as you can get.
Unfortunately what you really want is some sort of real time reflection feature which is not available in Marmoset Toolbag 1. Upping the polycount of the floor will not help, the floor will only ever reflect the section of the cube map that it currently does, the scale of the object is more important than the density of the geometry, for instance if you zoom in and fill the screen with your floor plane, you will see more of the cube map reflected in it.