We're working on some improvements to the skin shader, among other things the translucency works much better now. Here's a quick shot with Adam Fisher's excellent jouster model.
We are looking into supporting camera data and baked animation data from Alembic and/or FBX, but we are quite certain that any such support will not be a Day 1 feature.
Thanks for that statement. I am very happy that you are think about release that feature in future. I hope that will be soon I think it will change your software into realtime render engine with possibility of telling short story through game engine without rendering and it`s Epic in my opinion...
To delete an unused material: click on it in the mat editor and hit the delete key on your keyboard, or are you saying this doesn't work for you?
Sorry we do not have any documentation yet. I'm a little confused about your comment on the direction of the specular reflections. Could you elaborate a little?
Thanks[/QUOTE]
I ment for unused materials, and option to delete all unused materials. Because right now in the scene, other than altering a material, it is hard to know if it is applied. Sometimes I dont name everything perfect and with a more complex scene, it would be nice to have an option to delete all unused materials. Otherwise I have to check one by one, of which ones are applied and which ones arent.
My comment on specular was confusing. I ment I dont understand the direction you are taking the specular model. But it sounds like you are adding a metal mask.
Also does the spec control the IOR? Or does spec function like the old specular? The spec and gloss just dont work like I would think. I could make some images later, but..
When I apply a map to the gloss, say a black and white one, that is very contrasty with scratches, I would think I would see that on the model, where the whites are supper tight and the blacks are really broad, almost not even there.
And same for the spec, if I apply a high contrast map in that slot, it doesn't seem to do much either. Is anyone else having issues with them? I find it doesnt respond like I would think. That is why I asked if there is documentation with examples. I want to see how your maps would look on something like a really warn metal, with clean parts and rusty parts.
Just started messing around with it, did a very dirty fast nade with some materials to see how it reacts. I have metal / paint / dirt and paper thingy mat on this.
Looking pretty neafty so far, will try more things tomorrow, especially about the reflectance.
I'm making a list of features / suggestions / bugs as I work with it, so will keep you posted
I ment for unused materials, and option to delete all unused materials. Because right now in the scene, other than altering a material, it is hard to know if it is applied. Sometimes I dont name everything perfect and with a more complex scene, it would be nice to have an option to delete all unused materials. Otherwise I have to check one by one, of which ones are applied and which ones arent.
My comment on specular was confusing. I ment I dont understand the direction you are taking the specular model. But it sounds like you are adding a metal mask.
Also does the spec control the IOR? Or does spec function like the old specular? The spec and gloss just dont work like I would think. I could make some images later, but..
When I apply a map to the gloss, say a black and white one, that is very contrasty with scratches, I would think I would see that on the model, where the whites are supper tight and the blacks are really broad, almost not even there.
And same for the spec, if I apply a high contrast map in that slot, it doesn't seem to do much either. Is anyone else having issues with them? I find it doesnt respond like I would think. That is why I asked if there is documentation with examples. I want to see how your maps would look on something like a really warn metal, with clean parts and rusty parts.
Katon
Make sure gloss and spec are set to 1 when you've got a gloss/spec map loaded. I think they default to rather low values, which means your mask is only controlling a small range. This is fixed in the latest build (when you load a map it snaps to 1 now).
Dark and light values in the gloss/spec maps should have a very noticable effect:
on top, an image with 20 values in 5% brightness incremenets applied to the 20 spheres, in the gloss and spec slots
middle: spec only
bottom: gloss only
I'm curious, does your roughness value control the diffuse (meaning micro-facets) as well? I have been tinkering with writing shaders lately and read up on surface behavior. Been interested in trying to write a shader where roughness proportionally controls gloss/spec/diffuse since from my understanding they are all related. I'm mainly wondering if that is a feasible approach.
I am curious what will be maximum polygon count or maximum object count in Marmoset Toolbag 2? How big scene could be loaded into MT2?
What about Occulus Rift support? Will Marmoset Toolbag 2 support movement camera through Occulus or only watching camera view without feedback. If it would react with Occulus it should allow make virtual walkthrough of 3d scene in game engine.
I'm curious, does your roughness value control the diffuse (meaning micro-facets) as well? I have been tinkering with writing shaders lately and read up on surface behavior. Been interested in trying to write a shader where roughness proportionally controls gloss/spec/diffuse since from my understanding they are all related. I'm mainly wondering if that is a feasible approach.
I asked about this as well. I don't think it's currently implemented but monkeyscience said they are looking into it.
EQ: wow the adjustments to the skin shader are amazing!
Also, I asked about this before but there's a lot going on in this thread so I wanted to bring it up again in case it got missed.
The size/softness control on the light, what is actually happening with this control? The reason I ask is because I want to know if I'm breaking physicality when I adjust the slider or if it's actually changing the size of the light and keeping the fall off of the light as quadratic(physically based)? To me the lighting is pretty great but I still feel like it could use some minor tweaks.
- Implimenting a kelvin based setup for scene lighting in the future is something I would really love to see. You already have it set up for heat maps, just apply this to lights and it would make my day.
- Light falloff in TB2 doesn't quite feel like what I'm used to with mental ray and point lights using quadratic falloff). (it doesn't even feel the same as what I see in maya viewport 2.0 with quadratic falloff)
Lighting is looking really nice so far but I feel like it's 1 step away from where it needs to be.
Here's the same scene as below in maya viewport 2.0 with quadratic falloff (regular lambert applied). Notice how much hotter the sphere is then the door. I know the rest of it isn't physically accurate but this same effect happens with mental ray and the mia material x shader as well(although not quite as pronounced).
Also here's some of the artifacting I get when adjusting the size/softness
playing around with the skin shader, hoping to have something solid to demonstrate on sunday. getting some decent results so far and i really love the flexibility of this thing!
currently specular and gloss are set to constant values, there are no maps in use for them yet. those will come shortly.
I asked about this as well. I don't think it's currently implemented but monkeyscience said they are looking into it.
EQ: wow the adjustments to the skin shader are amazing!
Also, I asked about this before but there's a lot going on in this thread so I wanted to bring it up again in case it got missed.
The size/softness control on the light, what is actually happening with this control? The reason I ask is because I want to know if I'm breaking physicality when I adjust the slider or if it's actually changing the size of the light and keeping the fall off of the light as quadratic(physically based)? To me the lighting is pretty great but I still feel like it could use some minor tweaks.
- Implimenting a kelvin based setup for scene lighting in the future is something I would really love to see. You already have it set up for heat maps, just apply this to lights and it would make my day.
- Light falloff in TB2 doesn't quite feel like what I'm used to with mental ray and point lights using quadratic falloff). (it doesn't even feel the same as what I see in maya viewport 2.0 with quadratic falloff)
Lighting is looking really nice so far but I feel like it's 1 step away from where it needs to be.
Here's the same scene as below in maya viewport 2.0 with quadratic falloff (regular lambert applied). Notice how much hotter the sphere is then the door. I know the rest of it isn't physically accurate but this same effect happens with mental ray and the mia material x shader as well(although not quite as pronounced).
Also here's some of the artifacting I get when adjusting the size/softness
Might be a stupid question, but are you using linear workflow in Maya? It's a hassle to set up in MR, and it doesn't really work in Viewport 2.0 since as far as I've experienced gamma correction doesn't show up in the viewport (unless they fixed that in alter versions).
I'm running into a problem today. I can't figure out why but I had TB2 hardlock my machine 3 times in a row. Everytime my machine crashed I had just taken my camera below my object and looked up at the sky (through the back of a single sided ground plane) and then my mouse stopped working and all response from my machine stops. I have to kill the power just to restart it.
I'm running an nvida GTX 680 and my drivers are up to date.
P.S. Some of my scene files aren't remembering the filepaths to textures when I re open them later.
Might be a stupid question, but are you using linear workflow in Maya? It's a hassle to set up in MR, and it doesn't really work in Viewport 2.0 since as far as I've experienced gamma correction doesn't show up in the viewport (unless they fixed that in alter versions).
Not a stupid question at all! The first time I put together the example it was quick and dirty, it wasn't linear at all. I knew the effect happens even in MR with a full linear workflow too but the effect isn't as pronounced as in a non linear setup. But since you challenged me I figured I should double check my hypothesis Maya 2014 allows gamma correct nodes to effect viewport 2.0 so you can have a fully linear workflow in the viewport if you so choose.
Here's a shot of the scene with a linear setup.
EDIT 2:
Continuing to mess around with the skin shader Can't wait to get the new build with those updates EQ posted
I agree with other users about the fact that a shader similar to the recent UE4 demo would be really important since it will be the new highend rendering standard for realtime assets; I was looking at the images recently posted by Efgeni Bischoff and I think they re using a similar shader setup for the next killzone:
I agree with other users about the fact that a shader similar to the recent UE4 demo would be really important since it will be the new highend rendering standard for realtime assets; I was looking at the images recently posted by Efgeni Bischoff and I think they re using a similar shader setup for the next killzone:
I agree with other users about the fact that a shader similar to the recent UE4 demo would be really important since it will be the new highend rendering standard for realtime assets; I was looking at the images recently posted by Efgeni Bischoff and I think they re using a similar shader setup for the next killzone:
I agree with other users about the fact that a shader similar to the recent UE4 demo would be really important since it will be the new highend rendering standard for realtime assets; I was looking at the images recently posted by Efgeni Bischoff and I think they re using a similar shader setup for the next killzone:
Is it possible to achieve this level of detail with Substances?
You can
Most people using Substance in AAA studios use it for all the static blending and compositing (base material definitions, wear and tear) and then use a shader to add detail textures (created with Substance) where needed or vertex color based effects that need to be dynamic to achieve a higher level of detail.
I guess it's a matter of tradeoff between performance, ease of use, efficiency, and dynamicity.
Local reflections are really fucking cool. they (in my opinion) need a little refinement to stop some things glowing, like the lips for example. but otherwise they're really good. they add something extra special.
I'm not sure if I have mentioned this before but I think a slider to control the strength of the local reflections is really needed. Even if it a blended between no local reflections and local reflections it would be something worth having I think
Out of interest, is there an AO channel separate from the other maps?
Seems like the local reflection would probably be attenuated by ambient occlusion (local reflection is environment/ambient specular in essence). In general it can be nice to have ao split out of the other maps in its own channel especially if physically based shading is being used since occlusion has quite noticeable effects on lighting.
Mebbe it's already there, or I am rambling after a pint. Either could be true.
Local reflections are really fucking cool. they (in my opinion) need a little refinement to stop some things glowing, like the lips for example. but otherwise they're really good. they add something extra special.
Looking great Lee! There was actually a bug that we nailed down with the SSR, SSR strength was tied to sky exposure (which was causing issues with exposure values less or greater than 1). Maybe that will help.
I'm not sure if I have mentioned this before but I think a slider to control the strength of the local reflections is really needed. Even if it a blended between no local reflections and local reflections it would be something worth having I think
Why would you ever want to turn down SSR? :poly142: Its on the list though.
Wip highpoly, plan on doing low + texture to test out the new workflow with metalness map.
I'm running into a problem today. I can't figure out why but I had TB2 hardlock my machine 3 times in a row. Everytime my machine crashed I had just taken my camera below my object and looked up at the sky (through the back of a single sided ground plane) and then my mouse stopped working and all response from my machine stops. I have to kill the power just to restart it.
I'm running an nvida GTX 680 and my drivers are up to date.
Ouch. Theres a bug with SSR that was causing some hard crashes for me too. I think we got a fix in for that yesterday. Did you have SSR on when it crashed?
P.S. Some of my scene files aren't remembering the filepaths to textures when I re open them later.
EDIT:
Not a stupid question at all! The first time I put together the example it was quick and dirty, it wasn't linear at all. I knew the effect happens even in MR with a full linear workflow too but the effect isn't as pronounced as in a non linear setup. But since you challenged me I figured I should double check my hypothesis Maya 2014 allows gamma correct nodes to effect viewport 2.0 so you can have a fully linear workflow in the viewport if you so choose.
Here's a shot of the scene with a linear setup.
I don't think the light falloff is quadratic, we'll probably look into the light falloff stuff a bit more, theres some stuff that is a bit funky with lights and scale as well that needs to be looked into.
EDIT 2:
Continuing to mess around with the skin shader Can't wait to get the new build with those updates EQ posted
Looks great, I can't wait to see it with the improved skin shader.
(good work Seth, i will steal your skin shader secrets later!)
Here's how this weekend is going to work:
I've just created a dropbox folder. anybody who is interested in getting their work in to see how it looks will have to do, and agree to the following:
1. email me at Lee_devonald@crazyferretstudios.com confirming you want to take part.
2. accept the invitation to the dropbox folder you will receive shortly afterward.
3. upload a PASSWORDED zip file to the dropbox folder, containing the mesh file, and any texture files (please make sure they're named sensibly so i don't have to decode them and figure out what goes where).
4. email me the password for the zip file.
why so many steps? your artwork is YOUR artwork. i want to keep it as much that way as possible! by using passworded zips, it limits the open availability of your work to me and you. you should only take part if you're happy to share the source artwork with me.
the actual hangout event will happen on sunday at 8pm GMT (or thereabouts). it will start out private to make sure certain key people are in, and then will be made public. i'll make sure it's streamed on youtube as well so more people can watch. it may end up being a twitch stream instead, depending on how easy it is for people to ask questions and stuff. i'll decide that before the event however so make sure you check here for updates.
a final word: this is still a beta test. this is a way to broaden the amount of work used in the test and see the capabilities and limitations of the software. notes will be made during thr course of the event on things that could be improved upon. it's also likely that your work will be critiqued by members of the community as this is shown live. and of course, feel free to let me know any preferences in how you want it displayed.
so yeah....
email me if you want in!
deadline for this is midnight tonight, california time (PST?). any files not submitted by then won't be included.
I don't think it's been mentioned before, but perhaps you'd consider opening up pre-orders, and allowing those who pre-order in on the private beta fun?
Thanks for all the info about substances, I'll look forward to learn something about it soon as I would really like to make some complex shader with tileable details.
So, I was testing the skin shader on the face of this character, attached you can find the result...
I'm on a 4 years old MacBookPro with a NVIDIA GeForce 9600M GT.
Would be nice to have a hotkey to center the viewport (was it F in TB1?).
Also, when I duplicate a shader, I expect that it keeps all the texture linking.
Lights look a bit weird at the moment, they disappear if I move the camera too close; it's also impossible to understand their orientation, so with directional and spotlights it's pretty frustrating; point light needs a graphic feedback when editing their radius., just like in TB1.
Probably a bug: pressing cmd+F to go fullscreen sometimes makes the application to disappear completely: it is still running, but I can't find any way to display it again.
Thanks for all the info about substances, I'll look forward to learn something about it soon as I would really like to make some complex shader with tileable details.
So, I was testing the skin shader on the face of this character, attached you can find the result...
I'm on a 4 years old MacBookPro with a NVIDIA GeForce 9600M GT.
Would be nice to have a hotkey to center the viewport (was it F in TB1?).
Also, when I duplicate a shader, I expect that it keeps all the texture linking.
Lights look a bit weird at the moment, they disappear if I move the camera too close; it's also impossible to understand their orientation, so with directional and spotlights it's pretty frustrating; point light needs a graphic feedback when editing their radius., just like in TB1.
Probably a bug: pressing cmd+F to go fullscreen sometimes makes the application to disappear completely: it is still running, but I can't find any way to display it again.
Thanks for the feedback! Unfortunately the skin shader does not appear to work at all on Mac with the build that you guys have. This should be fixed with the next update.
TB2 is very hard on your video card, so a 9600M is definitely on the bottom end of what will be supported. If you have a desktop/workstation with a beefier card I would suggest trying it out there.
Ran into a few workflow things regarding glass nothing that hasnt been stated before. How did you guys get it to work on the workbench scene?
This is looking really great!
For the glass in the workbench scene I actually used the dithered transparency. Thats totally not what its meant for, but it sort of works if you have enough sampling. I maxed out the sampling and rendered at 3840x2160 and then sized down to 1080P for those shots.
Refraction (when it gets added sometime in the future) will probably be what you want to use for glass.
Oh man. I don't think I've been this excited for a while. All of the improvements look phenomenal and the ability to get some high quality renders for high poly models is invaluable.
Keep up the great work and I'll do my best to wait patiently for the release.
When you guys are saying you're bringing in your highpoly, how high do you mean?
TB2 has a couple features that make it really easy to load in highpoly meshes:
1. OBJ loader is now super fast and supports extremely dense meshes (millions of triangles), a 5million tris mesh takes only a second or two to load on my machine.
2. Meshes no longer require uvs
3. The material system can be set up entirely without texture maps, so you can create simple materials for meshes that do not have uvs with numeric/constant color values.
TB2 has a couple features that make it really easy to load in highpoly meshes:
1. OBJ loader is now super fast and supports extremely dense meshes (millions of triangles), a 5million tris mesh takes only a second or two to load on my machine.
2. Meshes no longer require uvs
3. The material system can be set up entirely without texture maps, so you can create simple materials for meshes that do not have uvs with numeric/constant color values.
You don't support vertex colors then ? For mesh from zBrush it would be great to be able to use the PolyPaint as a diffuse slot.
Do TB2 support boxmapping/tri-planar mapping for textures? I've just recently started using Keyshot and that's what they use to apply textures when rendering materials such as wood without forcing the user to UV-unwrap the mesh. It would be great to be able to do this in TB2 as well, as Keyshot is a bit slow for my taste (maybe I just need a beefier CPU). Maybe box-mapping could be the default option if a mesh is detected that have no UV-coordinates.
I'm not part of the beta so maybe this is already implemented.
Replies
davyjones&maccus
I really like the Local reflection.
Thanks for that statement. I am very happy that you are think about release that feature in future. I hope that will be soon I think it will change your software into realtime render engine with possibility of telling short story through game engine without rendering and it`s Epic in my opinion...
To delete an unused material: click on it in the mat editor and hit the delete key on your keyboard, or are you saying this doesn't work for you?
Sorry we do not have any documentation yet. I'm a little confused about your comment on the direction of the specular reflections. Could you elaborate a little?
Thanks[/QUOTE]
I ment for unused materials, and option to delete all unused materials. Because right now in the scene, other than altering a material, it is hard to know if it is applied. Sometimes I dont name everything perfect and with a more complex scene, it would be nice to have an option to delete all unused materials. Otherwise I have to check one by one, of which ones are applied and which ones arent.
My comment on specular was confusing. I ment I dont understand the direction you are taking the specular model. But it sounds like you are adding a metal mask.
Also does the spec control the IOR? Or does spec function like the old specular? The spec and gloss just dont work like I would think. I could make some images later, but..
When I apply a map to the gloss, say a black and white one, that is very contrasty with scratches, I would think I would see that on the model, where the whites are supper tight and the blacks are really broad, almost not even there.
And same for the spec, if I apply a high contrast map in that slot, it doesn't seem to do much either. Is anyone else having issues with them? I find it doesnt respond like I would think. That is why I asked if there is documentation with examples. I want to see how your maps would look on something like a really warn metal, with clean parts and rusty parts.
Katon
Just started messing around with it, did a very dirty fast nade with some materials to see how it reacts. I have metal / paint / dirt and paper thingy mat on this.
Looking pretty neafty so far, will try more things tomorrow, especially about the reflectance.
I'm making a list of features / suggestions / bugs as I work with it, so will keep you posted
Make sure gloss and spec are set to 1 when you've got a gloss/spec map loaded. I think they default to rather low values, which means your mask is only controlling a small range. This is fixed in the latest build (when you load a map it snaps to 1 now).
Dark and light values in the gloss/spec maps should have a very noticable effect:
on top, an image with 20 values in 5% brightness incremenets applied to the 20 spheres, in the gloss and spec slots
middle: spec only
bottom: gloss only
I can PM you a link to some content to play with.
What about Occulus Rift support? Will Marmoset Toolbag 2 support movement camera through Occulus or only watching camera view without feedback. If it would react with Occulus it should allow make virtual walkthrough of 3d scene in game engine.
What about steering camera inside the virtual view (keyboard arrows, controler? Then hardware like http://www.kickstarter.com/projects/1944625487/omni-move-naturally-in-your-favorite-game should also make possible walking thorugh the virtual scene
I asked about this as well. I don't think it's currently implemented but monkeyscience said they are looking into it.
EQ: wow the adjustments to the skin shader are amazing!
Also, I asked about this before but there's a lot going on in this thread so I wanted to bring it up again in case it got missed.
The size/softness control on the light, what is actually happening with this control? The reason I ask is because I want to know if I'm breaking physicality when I adjust the slider or if it's actually changing the size of the light and keeping the fall off of the light as quadratic(physically based)? To me the lighting is pretty great but I still feel like it could use some minor tweaks.
- Implimenting a kelvin based setup for scene lighting in the future is something I would really love to see. You already have it set up for heat maps, just apply this to lights and it would make my day.
- Light falloff in TB2 doesn't quite feel like what I'm used to with mental ray and point lights using quadratic falloff). (it doesn't even feel the same as what I see in maya viewport 2.0 with quadratic falloff)
Lighting is looking really nice so far but I feel like it's 1 step away from where it needs to be.
Here's the same scene as below in maya viewport 2.0 with quadratic falloff (regular lambert applied). Notice how much hotter the sphere is then the door. I know the rest of it isn't physically accurate but this same effect happens with mental ray and the mia material x shader as well(although not quite as pronounced).
Also here's some of the artifacting I get when adjusting the size/softness
currently specular and gloss are set to constant values, there are no maps in use for them yet. those will come shortly.
Might be a stupid question, but are you using linear workflow in Maya? It's a hassle to set up in MR, and it doesn't really work in Viewport 2.0 since as far as I've experienced gamma correction doesn't show up in the viewport (unless they fixed that in alter versions).
I'm running an nvida GTX 680 and my drivers are up to date.
P.S. Some of my scene files aren't remembering the filepaths to textures when I re open them later.
EDIT:
Not a stupid question at all! The first time I put together the example it was quick and dirty, it wasn't linear at all. I knew the effect happens even in MR with a full linear workflow too but the effect isn't as pronounced as in a non linear setup. But since you challenged me I figured I should double check my hypothesis Maya 2014 allows gamma correct nodes to effect viewport 2.0 so you can have a fully linear workflow in the viewport if you so choose.
Here's a shot of the scene with a linear setup.
EDIT 2:
Continuing to mess around with the skin shader Can't wait to get the new build with those updates EQ posted
Sugestions:
could the up and down keys be used to tweak values like in photoshop?
the ability to hide and unhide meshes in the scene viewer would be ace.
on/off light switch like in TB1
maybe bug: shadows acting odd, but I will try to recreate and get a video before I confirn that...could just be my card.
really enjoying this software though, great work guys
http://videogame-art.com/portfolio/assault_troop/
Is it possible to achieve this level of detail with Substances?
it's possible to achieve that through substances.
You can
Most people using Substance in AAA studios use it for all the static blending and compositing (base material definitions, wear and tear) and then use a shader to add detail textures (created with Substance) where needed or vertex color based effects that need to be dynamic to achieve a higher level of detail.
I guess it's a matter of tradeoff between performance, ease of use, efficiency, and dynamicity.
Edit: almighty_gir beat me to it!
Local reflections off:
Local reflections are really fucking cool. they (in my opinion) need a little refinement to stop some things glowing, like the lips for example. but otherwise they're really good. they add something extra special.
I'm not sure if I have mentioned this before but I think a slider to control the strength of the local reflections is really needed. Even if it a blended between no local reflections and local reflections it would be something worth having I think
Seems like the local reflection would probably be attenuated by ambient occlusion (local reflection is environment/ambient specular in essence). In general it can be nice to have ao split out of the other maps in its own channel especially if physically based shading is being used since occlusion has quite noticeable effects on lighting.
Mebbe it's already there, or I am rambling after a pint. Either could be true.
i actually meant to request a cavity input for masking off lighting for fine details.
Looking great Lee! There was actually a bug that we nailed down with the SSR, SSR strength was tied to sky exposure (which was causing issues with exposure values less or greater than 1). Maybe that will help.
Why would you ever want to turn down SSR? :poly142: Its on the list though.
Wip highpoly, plan on doing low + texture to test out the new workflow with metalness map.
Not in the build that is out in the wild but will be in the next update. Slots for AO and also a separate slot for cavity.
Ouch. Theres a bug with SSR that was causing some hard crashes for me too. I think we got a fix in for that yesterday. Did you have SSR on when it crashed?
I don't think the light falloff is quadratic, we'll probably look into the light falloff stuff a bit more, theres some stuff that is a bit funky with lights and scale as well that needs to be looked into.
Looks great, I can't wait to see it with the improved skin shader.
deadline for this is midnight tonight, california time (PST?). any files not submitted by then won't be included.
I just wanna get my hands on this so bad!!!!
So, I was testing the skin shader on the face of this character, attached you can find the result...
I'm on a 4 years old MacBookPro with a NVIDIA GeForce 9600M GT.
Would be nice to have a hotkey to center the viewport (was it F in TB1?).
Also, when I duplicate a shader, I expect that it keeps all the texture linking.
Lights look a bit weird at the moment, they disappear if I move the camera too close; it's also impossible to understand their orientation, so with directional and spotlights it's pretty frustrating; point light needs a graphic feedback when editing their radius., just like in TB1.
Probably a bug: pressing cmd+F to go fullscreen sometimes makes the application to disappear completely: it is still running, but I can't find any way to display it again.
https://plus.google.com/hangouts/_/9c48a0a989e7127bbe3669ecffd5ceb2a95b4fc6
youtube stream if you can't get in
https://www.youtube.com/watch?feature=player_embedded&v=Pbps78xdnqo
Still, thanks for organising this Lee, good to see more of toolbag 2. If only you were in a more sensible timezone
did i mention that i'm a professional realtime artists toolkit beta tester....... just saying! :poly142::poly122::poly124::poly105::D!
Hint Hint!
some updates.
Ran into a few workflow things regarding glass nothing that hasnt been stated before. How did you guys get it to work on the workbench scene?
Thanks for the feedback! Unfortunately the skin shader does not appear to work at all on Mac with the build that you guys have. This should be fixed with the next update.
TB2 is very hard on your video card, so a 9600M is definitely on the bottom end of what will be supported. If you have a desktop/workstation with a beefier card I would suggest trying it out there.
This is looking really great!
For the glass in the workbench scene I actually used the dithered transparency. Thats totally not what its meant for, but it sort of works if you have enough sampling. I maxed out the sampling and rendered at 3840x2160 and then sized down to 1080P for those shots.
Refraction (when it gets added sometime in the future) will probably be what you want to use for glass.
Keep up the great work and I'll do my best to wait patiently for the release.
TB2 has a couple features that make it really easy to load in highpoly meshes:
1. OBJ loader is now super fast and supports extremely dense meshes (millions of triangles), a 5million tris mesh takes only a second or two to load on my machine.
2. Meshes no longer require uvs
3. The material system can be set up entirely without texture maps, so you can create simple materials for meshes that do not have uvs with numeric/constant color values.
I'm not part of the beta so maybe this is already implemented.
dollar dollar bill, yo.
Marmoset 2 looks insane. I want it now
I believe the answer is "not yet" based on previous responses
do you planing to add a support for some particle effects in Marmoset Toolbag 2 ?
or in the future ?