when I load it, brighter values on it are supposed to appear white... Here, it appears dark... what am I missing ? Tried to tweak and mess around with it, still no result
- When you load a substance (works great) you don't have the control for the texture size output. Would be nice to be able to control it. Currently the size seems fixed even if the substance is not.
- Grayscale output from Substance Designer are shifted.
- If you enter the "rename object" mode and use the "delete" key, you can rename an object with an empty name. Making it very hard to select if later.
After that I didn't find a way to rename it properly by the way.
- Mesh are not reloaded when updated ? Not "auto-reload" mesh ?
- Is there a way to hide the object icons displayed in the viewport ?
In Toolbag 1 it was possible to hide the dynamic lights without disabling them.
- Would be nice to get back the focus function (F key, like in maya).
- Same idea, it would be nice to get back the CTRL key that we used in Toolbag 1 for rotating a mesh. I found this function useful when I was testing textures with the dynamic skies on a plane for example.
- I'm really not fan of the new way for applying color correction, why removing the RGB sliders ?
Are you aware of anything beyond mesh size that would cause an .obj to crash Toolbag? I don't see any complaints in the pages I have perused, so I wonder if there is something silly I am doing. I was just messing around with some old projects, and I had crashes when I tried importing an .obj from Modo (the meshes had different materials applied to them in Modo - so, I'm not sure if that is the issue - I can test it tonight) and a decimated mesh from Zbrush. Most of my meshes from Zbrush imported fine, but I had a few that crashed TB repeatedly.
Well, since secondary spec can't load unique textures, the best way to get that look is probably the same thing I did with the eyeball example earlier in the thread.
1. Make your undercoat material
2. Duplicate the mesh chunks that you want the car paint shader on
3. Set up a glossy material with additive specular. Add a displacement slot with a grey image and the smallest amount of displacement that pushes it past the base mesh
Works for carbon fiber clear coat type materials too.
Hey, I installed this at work to preview a work mesh since my engine install was broken for the day...but now when I try to run at home it asks me to re-authorize...and never sends me the validation e-mail.
Also, not sure if this is intentional, but if I update a .sbsar in SD4 I have to manually re-load it in Toolbag and then click "Place Textures" for it to update.
Sorry weve got some issue with Substance files out of SD4, we got this feature in before SD4 was released, were going to have to add full SD4 support with a later update.
Me thinks you should include some of these example material/shader set ups with the full version of Marmoset.
Well these last couple that Ive shown require two materials/chunks to work so its not something that could be added as a simple preset. Though I can probably put up an example zip for it and link it here/in the main thread.
Could you post a screenshot with the model, and your material settings? A few things: How specular reflection works, white = a value of 1.0, which means that all light hitting the object will be reflected. If the light/image based lighting is darker than white, it will reflect that color. White doesnt mean youll get white highlights persay. So if your sky light or dynamic lights are dark, what youre seeing is probably what is expected. Add some child lights to the sky by clicking in the light editor to get more contrast to your lighting. Additionally, it looks like your gloss is really low. Idealy you would have a gloss map and the reflective scractes would be white in the gloss map (glossy). When you have a low gloss value or a rough/matte matterial, the highlight is spread out wider and more dim.
- When you load a substance (works great) you don't have the control for the texture size output. Would be nice to be able to control it. Currently the size seems fixed even if the substance is not. - Grayscale output from Substance Designer are shifted.
Thanks for the feedback, SD support is still a little rough.
- If you enter the "rename object" mode and use the "delete" key, you can rename an object with an empty name. Making it very hard to select if later. After that I didn't find a way to rename it properly by the way.
Good catch.
- Mesh are not reloaded when updated ? Not "auto-reload" mesh ?
Mesh auto-reloading is not currently in, it will likely be added in a future update.
- Is there a way to hide the object icons displayed in the viewport ? In Toolbag 1 it was possible to hide the dynamic lights without disabling them.
Coming very soon.
- Would be nice to get back the focus function (F key, like in maya).
Its there, just ctrl+F now for selected object, ctrl+shift+F for entire scene
- Same idea, it would be nice to get back the CTRL key that we used in Toolbag 1 for rotating a mesh. I found this function useful when I was testing textures with the dynamic skies on a plane for example. - I'm really not fan of the new way for applying color correction, why removing the RGB sliders ?
We may look into adding/expanding on these features in the future. Thanks for the feedback!
Are you aware of anything beyond mesh size that would cause an .obj to crash Toolbag? I don't see any complaints in the pages I have perused, so I wonder if there is something silly I am doing. I was just messing around with some old projects, and I had crashes when I tried importing an .obj from Modo (the meshes had different materials applied to them in Modo - so, I'm not sure if that is the issue - I can test it tonight) and a decimated mesh from Zbrush. Most of my meshes from Zbrush imported fine, but I had a few that crashed TB repeatedly.
There is a known bug where certain meshes (sometimes from zbrush) take a very time to load, which looks like TB has crashed. What happens if you just let it try to load for a half hour or so an not force close it? Unfortunately this bug seems to be very hardware dependant and weve havent been able to reproduce it yet. But please feel free to upload your problematic mesh and we will check it out. Thanks
Hey, I installed this at work to preview a work mesh since my engine install was broken for the day...but now when I try to run at home it asks me to re-authorize...and never sends me the validation e-mail.
Hey Ryan,
First off, check your spam to make sure its not getting thrown in there. Secondly, one thing that I notice when I do it, is that it will get added to an existing gmail thread, and because the text is the same as the last, it will be hidden as a quote.
If that doesn't help, please contact support@marmoset.co with your user ID and any other relevant info and Mark will sort you out.
skin and displacement test with marmoset, im im getting serious issues with close geometry
Sorry, but if this image is meant to show the issues you're having I can't see them here. Please highlight the problems that you're having or upload a photo that shows them.
First off, check your spam to make sure its not getting thrown in there. Secondly, one thing that I notice when I do it, is that it will get added to an existing gmail thread, and because the text is the same as the last, it will be hidden as a quote.
If that doesn't help, please contact support@marmoset.co with your user ID and any other relevant info and Mark will sort you out.
sorry it was just a test not the issue,
here are the wired artifacts---
if i increase the mesh size/image resolution x2/antialiasing... with and without lights... the problem still there
Well, since secondary spec can't load unique textures, the best way to get that look is probably the same thing I did with the eyeball example earlier in the thread.
1. Make your undercoat material
2. Duplicate the mesh chunks that you want the car paint shader on
3. Set up a glossy material with additive specular. Add a displacement slot with a grey image and the smallest amount of displacement that pushes it past the base mesh
Works for carbon fiber clear coat type materials too.
Oh this looks quite nice! Can you show a screenshot of the shader?
Hey, EarthQuake. Here's a link to one of the decimated Zbrush files that is causing Toolbag to crash (and as a side note - it crashes immediately (no hanging)). I checked it in Modo and an Octane demo I have, and I don't see any issues, but there is obviously something going on. Thanks for checking into it! https://www.dropbox.com/s/l4phezit5fz0g2i/versailles_urn_versailles_urn_FINAL_decimate_02.7z
I'm a little confused. I was looking through the marmoset.co gallery and saw environments. You can do environments in the toolbag?
You can get enviroments working in Marmo, just be aware you aren't going to have radiosity, or be able to bake or use lightmaps, and there's no terrtain shaders. There's also only basic tools for moving and scaling meshes, so you'll want to make most of the scene put together how you want it before putting it in Marmo2.
if you are using the anysotropic its the direction of the uvs that is guiding the direction of the anysotropic so you need to create a directional map to fix that although i am not aware that such an application exists so you would have to do it by hand which would be similar to painting a normal map
OMG what's going on?! After a couple of minutes, while I was moving the camera, black boxes started appearing all over the place, and the scene became like this!
I've had the block box issue too! I sent a copy of the file to EarthQuake. It was on a high poly model, and it only happened on certain parts of the model at certain angles. I couldn't figure out what was causing it, but it does not apear to be a common issue.
The only things I can think of that we have in common is, a lot of seperate meshes, and a high poly model.
The black box issue was a problem with tangents being imported with meshes. It will be fixed in the next update, coming real soon. You guys will have to re-import your meshes though.
You can try exporting the meshes but not including tangents in the export options, which should fix it.
I'm not sure about the seams issue, but I assume it's something to do with the mesh normals or tangents, so mess with the export options and try fbx or obj. You can upload the mesh too and I'll check it out.
Testing some glass. The raindrop texture is kinda bad, but with some nice texture, getting the wet glass effect should be quite easy to do. I will try one at home tonight slightly foggy and whatnot. It should be fun
any chance of getting a feature to export renders with alpha channels seperating the background like in toolbag 1? also the ability to import your own background image like tb1 would be nice also
Testing some glass. The raindrop texture is kinda bad, but with some nice texture, getting the wet glass effect should be quite easy to do. I will try one at home tonight slightly foggy and whatnot. It should be fun
is that some new glass shader with refraction or am i just seeing things...
I finally got a chance to mess with Marmoset 2 over the last couple days and, of course, it's awesome. There were a few things I missed or thought could be added so I composed a short list. Disclaimer, I haven't read through most of this thread so there's a good chance that these things have already been addressed, there's a good reason they are the way they are, or I'm just doing something wrong on my end.
Update Meshes
This was probably the biggest issue I had when working with a large scene. Having to reimport and place a mesh every time there is a change to it can get quite tedious. Being able to have meshes update automatically (like textures) or at the click of a button would be extremely useful.
Duplicate Meshes
Having the ability to duplicate a mesh is far from being my most desired feature, but it could be handy at times. For example, I working on a scene of a building on a street corner and for the final shot I wanted to be able to duplicate the building and place it behind the original to fill out the environment some more. As it is now I had to reimport the mesh a few more times and set up the materials on each section of the building.
New Objects Import Away From Camera
It seems that when the only remaining mesh is deleted from the scene and a new one is imported, the new mesh will not appear in the same location, but rather in the center of the screen and a set distance from the camera. Since meshes do not currently auto update, there were a few occasions where I deleted a mesh to be replaced by an updated version, but since the new mesh was not in the same location I had to reposition the camera.
Lock Camera
I loved being able to lock camera locations in Marmoset 1, both because it was nice for setting up angles to come back to later, and because I have a habit of always accidentally moving the current camera. Again, this may still be in Marmoset 2 and I'm just missing it.
Copy Settings To All Cameras
Having to save a post process preset and load it in for all cameras in order to have consistency can be tedious. Having a button or the ability to toggle the current camera's settings to all other cameras would be nice.
Color Channels For Post Processing
I used the individual color channel sliders under the contrast section in Marmoset 1 quite a bit. Maybe it's just because I'm not used to the new post process tools, but it'd be nice to have those again.
Up Axis Toggle
I may have missed this, but there doesn't seem to be an option to change the up axis of imported objects. The project I was working on required the up axis to be set to Z in Maya, so whenever I exported to Marmoset I had to rotate the model to the correct orientation.
Depth Of Field Falloff
I haven't gotten that much time to mess with it yet, but so far I always get a sharp transition between the blurred and non-blurred areas when using DOF. When using DOF in UDK I tend to use the falloff amount to get a smoother transition.
Output Folder Setting Location
I don't have Marmoset on the computer I'm typing this on, but if I remember correctly I found the current location for setting the render output folder to be strange. In my opinion it would work better in the capture drop down menu.
Multi Sub Object Materials
When I was importing a mesh or group of meshes that required a large amount of materials, it got to be tedious to select the mesh and then find the right material to apply. I think it would be great if I could set a material ID in Max and then apply a single sub-object material in Marmoset than would respect the material IDs.
Interface Affects Vignette
In the scene I was working on, it appeared that the vignette was moving along with the interface when I would toggle the interface on and off, which made it harder to determine what my final image would look like with the vignette.I would prefer to have the vignette locked to the screen size and not be affected by the interface, or at least have an option to disable it.
Choose Image Editor For Opening Captures
I love the capture and open feature, but I would love it even more if I could pick what to open it with. *cough*Photoshop*cough*
Haze/Fog
Fog is awesome for environments, yo.
Chromatic Abberation
How will people know my art is next-gen without copious amounts of abberation?
1. i'm pretty sure the fresnel colour multiplies with the specular colour, so if you have blue spec + pink fresnel, you'll actually end up with a purplish fresnel. it'll also be slightly darker due to multiplication.
2. knowing the above, it might be better to have blue in the primary specular, and pink in the secondary specular.
REQUEST: is it possible for secondary reflection to have it's own microsurface input?
Toolbag 2 is better than Blender's physical renderer :P http://developer.blender.org/T37899
At least when it comes to predictable glossiness behaviour.
Maybe this question was raised before, but I couldn't find - Do you plan do add support for multiple materials per object and mixing them with a greyscale mask? The UE4 presentation on YT shows clearly that it's efficient now to tile a base texture, then add scratches on the top with different material.
Is there a way to snap objects to one another, say if you were lining up some modular pieces? Also can I rotate objects by a certain angle, like 45 or 90 degrees?
this is the scene i cant get Ao to show up, just trying to push the skin shader to the best of my abilities xD
The SSAO works differently with the skin shader than other materials. With the skin shader, it blurs the SSAO, you can adjust this with the occlusion blur slider. Play with this and let me know if youre still having issues. The SSAO feature should not have changed in any way.
I'm a little confused. I was looking through the marmoset.co gallery and saw environments. You can do environments in the toolbag?
You certainly can, with the new scene system its a lot easier to deal with multiple objects and build environments. As Zac says there is currently no radiosity solution, though you can bake AO onto a 2nd uv channel and load it into the occlusion slot.
Hey, EarthQuake. Here's a link to one of the decimated Zbrush files that is causing Toolbag to crash (and as a side note - it crashes immediately (no hanging)). I checked it in Modo and an Octane demo I have, and I don't see any issues, but there is obviously something going on. Thanks for checking into it!
any chance of getting a feature to export renders with alpha channels seperating the background like in toolbag 1?
This is already in, enable transparency in the image capture options, I like PSD. There may still be some bugs with it though, I think SSR bakes into the alpha map still.
also the ability to import your own background image like tb1 would be nice also
This is on the todo list. You can easily import your own HDR IBL panoramas though, just load a pano image in the sky object properties.
I finally got a chance to mess with Marmoset 2 over the last couple days and, of course, it's awesome. There were a few things I missed or thought could be added so I composed a short list. Disclaimer, I haven't read through most of this thread so there's a good chance that these things have already been addressed, there's a good reason they are the way they are, or I'm just doing something wrong on my end.
New Objects Import Away From Camera It seems that when the only remaining mesh is deleted from the scene and a new one is imported, the new mesh will not appear in the same location, but rather in the center of the screen and a set distance from the camera. Since meshes do not currently auto update, there were a few occasions where I deleted a mesh to be replaced by an updated version, but since the new mesh was not in the same location I had to reposition the camera.
Interesting, sounds like a bug. Ill look into it.
Lock Camera
Object locking is on the todo list as well
Copy Settings To All Cameras
Yeah, this is a good one. You can duplicate cameras now, and you can also load/save post effect presets, which should get you some of that functionality
Color Channels For Post Processing
Yeah I want to see some more advanced settings here as well. What do you think about a lightroom style split toning setup, or a per-channel curve editor ala PS? Personally this is how I do color grading when processing photos.
Up Axis Toggle
We need to get some general scene translation stuff going on, like scaling/unit options, Ill see if I can get them to sneak this in when we do that.
Depth Of Field Falloff
I would like to see some more advanced options here too. Try playing with the near/far background blur sliders for now.
Output Folder Setting Location
Yeah, this was like that originally, and then got changed to a global default, but I think we need both.
Multi Sub Object Materials
On the todo list
Interface Affects Vignette
Yeah I think we need some sort of safe-frame system for this and various other things, this is on the todo list.
Choose Image Editor For Opening Captures
You can, just set the default for that file format to be photoshop in windows.
Haze/Fog
Indeed, Ill add another vote for this
Chromatic Abberation How will people know my art is next-gen without copious amounts of abberation?
On to the todo list as well. Thanks so much for the feedback Sean!
1. i'm pretty sure the fresnel colour multiplies with the specular colour, so if you have blue spec + pink fresnel, you'll actually end up with a purplish fresnel. it'll also be slightly darker due to multiplication. 2. knowing the above, it might be better to have blue in the primary specular, and pink in the secondary specular.
This is not correct, Fresnel strength and color is independant of the base specular value.
REQUEST: is it possible for secondary reflection to have it's own microsurface input?
Honestly what I would really like to see is a custom spec and gloss map there, possibly even normal map as well, but I dont know how feasible this is. Ill add it to the suggestion list. For now try the duplicate mesh + add blending workflow and you should be able hack it together yourself
At least when it comes to predictable glossiness behaviour. Maybe this question was raised before, but I couldn't find - Do you plan do add support for multiple materials per object and mixing them with a greyscale mask? The UE4 presentation on YT shows clearly that it's efficient now to tile a base texture, then add scratches on the top with different material.
We do plan on adding a layered material system. When and exactly how it will work is still up in the air.
Is there a way to snap objects to one another, say if you were lining up some modular pieces? Also can I rotate objects by a certain angle, like 45 or 90 degrees?
Not currently, if there is a lot of interest for this we may consider adding it in the future.
Some really cool work being put out with the new Marmo! I have had a chance to start using it a week or so ago with a current project I am working on at home. Really really enjoying it and loving how fast and responsive everything is. Couple of things still wishing for, but I will touch on that when I get the chance to test some more assets with it. Anyways here is a WIP of something I am doing at home. Tried the original lowres head at 3.9k, but was getting some artifacts so imported the lvl 2 mesh and things reading much better. No Displacement here, just Normal for his face. Eyebrows,WIP Hair,eyelashes,nosehair all hair planes. Beard is fibermesh
Grainy metal materials are from Quixel scan content, carbon fiber normal map is some random thing I GIS'd, you can probably get the same effect with secondary spec and an anisotropic direction map instead of a normal map for the carbon fiber.
New build: 2.02 As some of you have already realized, 2.02 is out, new features include object duplication, shadow casting per-mesh toggle, tangent space vector displacement map support, new post effect presets and more. We've also fixed a variety bugs including some issues with vector displacement, obj precision out of max, that weird black box tangent issue, and few other things.
Skyshop Skin Shader Tutorial - Andres Reinot wrote a great tutorial for the skin shader in Skyshop, it doesn't all transfer over but the skyshop shader is basically a port of the one in TB2, so much of it is the same. Special thanks to Peter Zipp Zopp Zoppi - www.zopfx.com for lending us the art content.
Hey everyone!
I wanted to test my displacement map, but my mesh "explode", and it split at the uv seams.
Any idea where the problem might come from?
First off, you probably have the displacement scale set too high. This is making all the little details, pores, etc pop in/out way more than they should. Try turning the scale down.
Secondly, gaps at UV seams are unfortunately a problem with GPU based displacement shaders. We're reliant on what the GPU driver does for this technique, so there isn't anything we can do on our end to fix it. You will want to try to minimize UV seams or hide them behind other objects where you're able, when working with displacement in Toolbag.
Thanks for the file. I'm getting the same problem even after re-exporting from Maya. We've seen similar issues to this, and its in our bug system, so hopefully we can get it fixed at some point.
Tangent space vector displacement maps appear to be working better, but I think there is a bug with lights that cast shadow.
Using zbrushes vector displacement map diagnostic file I get a strange occlusion happening on every sphere after I add a shadow casting light to the scene. This does not occur if the vector displacement tangent space is not checked in marmoset or if I turn off shadow casting on the light.
It also occurs with every single light type, point, directional and spot. As long as Cast Shadows and tangent space is checked, there is the below bug.
Tangent space vector displacement maps appear to be working better, but I think there is a bug with lights that cast shadow.
Using zbrushes vector displacement map diagnostic file I get a strange occlusion happening on every sphere after I add a shadow casting light to the scene. This does not occur if the vector displacement tangent space is not checked in marmoset or if I turn off shadow casting on the light.
It also occurs with every single light type, point, directional and spot. As long as Cast Shadows and tangent space is checked, there is the below bug.
Thats odd, I'm not seeing that here. What system specs/os/gpu/etc do you have?
Replies
Can you post a screenshot?
This is what I get with pure white on spec map like crazy, white intensity and fresnel both at max and Blinn-Phong Reflection.
Just tried it in toolbag 1, works perfect.
Am I missing something ?
Thank you, will works with this setup for now
- When you load a substance (works great) you don't have the control for the texture size output. Would be nice to be able to control it. Currently the size seems fixed even if the substance is not.
- Grayscale output from Substance Designer are shifted.
- If you enter the "rename object" mode and use the "delete" key, you can rename an object with an empty name. Making it very hard to select if later.
After that I didn't find a way to rename it properly by the way.
- Mesh are not reloaded when updated ? Not "auto-reload" mesh ?
- Is there a way to hide the object icons displayed in the viewport ?
In Toolbag 1 it was possible to hide the dynamic lights without disabling them.
- Would be nice to get back the focus function (F key, like in maya).
- Same idea, it would be nice to get back the CTRL key that we used in Toolbag 1 for rotating a mesh. I found this function useful when I was testing textures with the dynamic skies on a plane for example.
- I'm really not fan of the new way for applying color correction, why removing the RGB sliders ?
awesome man!:poly142::thumbup:
Thanks for the files, the precession bug should be fixed in the next build, the optimize thing were not sure about, that may be a Max bug.
Sorry weve got some issue with Substance files out of SD4, we got this feature in before SD4 was released, were going to have to add full SD4 support with a later update.
Well these last couple that Ive shown require two materials/chunks to work so its not something that could be added as a simple preset. Though I can probably put up an example zip for it and link it here/in the main thread.
Could you post a screenshot with the model, and your material settings?
A few things:
How specular reflection works, white = a value of 1.0, which means that all light hitting the object will be reflected. If the light/image based lighting is darker than white, it will reflect that color. White doesnt mean youll get white highlights persay. So if your sky light or dynamic lights are dark, what youre seeing is probably what is expected. Add some child lights to the sky by clicking in the light editor to get more contrast to your lighting.
Additionally, it looks like your gloss is really low. Idealy you would have a gloss map and the reflective scractes would be white in the gloss map (glossy). When you have a low gloss value or a rough/matte matterial, the highlight is spread out wider and more dim.
Thanks for the feedback, SD support is still a little rough.
Good catch.
Mesh auto-reloading is not currently in, it will likely be added in a future update.
Coming very soon.
Its there, just ctrl+F now for selected object, ctrl+shift+F for entire scene
We may look into adding/expanding on these features in the future. Thanks for the feedback!
There is a known bug where certain meshes (sometimes from zbrush) take a very time to load, which looks like TB has crashed. What happens if you just let it try to load for a half hour or so an not force close it?
Unfortunately this bug seems to be very hardware dependant and weve havent been able to reproduce it yet. But please feel free to upload your problematic mesh and we will check it out.
Thanks
Hey Ryan,
First off, check your spam to make sure its not getting thrown in there. Secondly, one thing that I notice when I do it, is that it will get added to an existing gmail thread, and because the text is the same as the last, it will be hidden as a quote.
If that doesn't help, please contact support@marmoset.co with your user ID and any other relevant info and Mark will sort you out.
Sorry, but if this image is meant to show the issues you're having I can't see them here. Please highlight the problems that you're having or upload a photo that shows them.
Thanks
sorry it was just a test not the issue,
here are the wired artifacts---
if i increase the mesh size/image resolution x2/antialiasing... with and without lights... the problem still there
this is the scene i cant get Ao to show up, just trying to push the skin shader to the best of my abilities xD
You can get enviroments working in Marmo, just be aware you aren't going to have radiosity, or be able to bake or use lightmaps, and there's no terrtain shaders. There's also only basic tools for moving and scaling meshes, so you'll want to make most of the scene put together how you want it before putting it in Marmo2.
Muddy Wet Grass
Turntable with a few other materials
[ame="http://www.youtube.com/watch?v=ZeBsX3_1xOw&feature=c4-overview&list=UUoHCrMy8ngw8imQxMq7qm4Q"]Marmoset ToolBag2 Material Test - YouTube[/ame]
Fantasy Shield Game Model
Turntable
[ame="http://www.youtube.com/watch?v=Y3AWG9iV5xM&feature=c4-overview&list=UUoHCrMy8ngw8imQxMq7qm4Q"]Fantasy Shield Game Model - YouTube[/ame]
Changelog from marmoset:
However you can see the cuts in the UV seams and they break the smoothness of the reflection
This image shows the problem clearly
I can provide the object if necessary
The only things I can think of that we have in common is, a lot of seperate meshes, and a high poly model.
You can try exporting the meshes but not including tangents in the export options, which should fix it.
I'm not sure about the seams issue, but I assume it's something to do with the mesh normals or tangents, so mess with the export options and try fbx or obj. You can upload the mesh too and I'll check it out.
https://www.dropbox.com/s/dikerq6xk7d66bm/cobra_chassis.zip
is that some new glass shader with refraction or am i just seeing things...
Update Meshes
This was probably the biggest issue I had when working with a large scene. Having to reimport and place a mesh every time there is a change to it can get quite tedious. Being able to have meshes update automatically (like textures) or at the click of a button would be extremely useful.
Duplicate Meshes
Having the ability to duplicate a mesh is far from being my most desired feature, but it could be handy at times. For example, I working on a scene of a building on a street corner and for the final shot I wanted to be able to duplicate the building and place it behind the original to fill out the environment some more. As it is now I had to reimport the mesh a few more times and set up the materials on each section of the building.
New Objects Import Away From Camera
It seems that when the only remaining mesh is deleted from the scene and a new one is imported, the new mesh will not appear in the same location, but rather in the center of the screen and a set distance from the camera. Since meshes do not currently auto update, there were a few occasions where I deleted a mesh to be replaced by an updated version, but since the new mesh was not in the same location I had to reposition the camera.
Lock Camera
I loved being able to lock camera locations in Marmoset 1, both because it was nice for setting up angles to come back to later, and because I have a habit of always accidentally moving the current camera. Again, this may still be in Marmoset 2 and I'm just missing it.
Copy Settings To All Cameras
Having to save a post process preset and load it in for all cameras in order to have consistency can be tedious. Having a button or the ability to toggle the current camera's settings to all other cameras would be nice.
Color Channels For Post Processing
I used the individual color channel sliders under the contrast section in Marmoset 1 quite a bit. Maybe it's just because I'm not used to the new post process tools, but it'd be nice to have those again.
Up Axis Toggle
I may have missed this, but there doesn't seem to be an option to change the up axis of imported objects. The project I was working on required the up axis to be set to Z in Maya, so whenever I exported to Marmoset I had to rotate the model to the correct orientation.
Depth Of Field Falloff
I haven't gotten that much time to mess with it yet, but so far I always get a sharp transition between the blurred and non-blurred areas when using DOF. When using DOF in UDK I tend to use the falloff amount to get a smoother transition.
Output Folder Setting Location
I don't have Marmoset on the computer I'm typing this on, but if I remember correctly I found the current location for setting the render output folder to be strange. In my opinion it would work better in the capture drop down menu.
Multi Sub Object Materials
When I was importing a mesh or group of meshes that required a large amount of materials, it got to be tedious to select the mesh and then find the right material to apply. I think it would be great if I could set a material ID in Max and then apply a single sub-object material in Marmoset than would respect the material IDs.
Interface Affects Vignette
In the scene I was working on, it appeared that the vignette was moving along with the interface when I would toggle the interface on and off, which made it harder to determine what my final image would look like with the vignette.I would prefer to have the vignette locked to the screen size and not be affected by the interface, or at least have an option to disable it.
Choose Image Editor For Opening Captures
I love the capture and open feature, but I would love it even more if I could pick what to open it with. *cough*Photoshop*cough*
Haze/Fog
Fog is awesome for environments, yo.
Chromatic Abberation
How will people know my art is next-gen without copious amounts of abberation?
1. i'm pretty sure the fresnel colour multiplies with the specular colour, so if you have blue spec + pink fresnel, you'll actually end up with a purplish fresnel. it'll also be slightly darker due to multiplication.
2. knowing the above, it might be better to have blue in the primary specular, and pink in the secondary specular.
REQUEST: is it possible for secondary reflection to have it's own microsurface input?
At least when it comes to predictable glossiness behaviour.
Maybe this question was raised before, but I couldn't find - Do you plan do add support for multiple materials per object and mixing them with a greyscale mask? The UE4 presentation on YT shows clearly that it's efficient now to tile a base texture, then add scratches on the top with different material.
now please just add the refraction material :poly142:
Ah ok, this is a known issue, though it was improved with 2.01 I believe. Have you updated to the latest version?
The SSAO works differently with the skin shader than other materials. With the skin shader, it blurs the SSAO, you can adjust this with the occlusion blur slider. Play with this and let me know if youre still having issues. The SSAO feature should not have changed in any way.
You certainly can, with the new scene system its a lot easier to deal with multiple objects and build environments. As Zac says there is currently no radiosity solution, though you can bake AO onto a 2nd uv channel and load it into the occlusion slot.
Thanks, Im getting the same crash here, Ill send this file off to our engineers to look at.
This is already in, enable transparency in the image capture options, I like PSD. There may still be some bugs with it though, I think SSR bakes into the alpha map still.
This is on the todo list.
You can easily import your own HDR IBL panoramas though, just load a pano image in the sky object properties.
On the todo list.
In as of 2.02(last night hehe)
Interesting, sounds like a bug. Ill look into it.
Object locking is on the todo list as well
Yeah, this is a good one.
You can duplicate cameras now, and you can also load/save post effect presets, which should get you some of that functionality
Yeah I want to see some more advanced settings here as well. What do you think about a lightroom style split toning setup, or a per-channel curve editor ala PS? Personally this is how I do color grading when processing photos.
We need to get some general scene translation stuff going on, like scaling/unit options, Ill see if I can get them to sneak this in when we do that.
I would like to see some more advanced options here too. Try playing with the near/far background blur sliders for now.
Yeah, this was like that originally, and then got changed to a global default, but I think we need both.
On the todo list
Yeah I think we need some sort of safe-frame system for this and various other things, this is on the todo list.
You can, just set the default for that file format to be photoshop in windows.
Indeed, Ill add another vote for this
On to the todo list as well. Thanks so much for the feedback Sean!
This is not correct, Fresnel strength and color is independant of the base specular value.
Honestly what I would really like to see is a custom spec and gloss map there, possibly even normal map as well, but I dont know how feasible this is. Ill add it to the suggestion list. For now try the duplicate mesh + add blending workflow and you should be able hack it together yourself
We do plan on adding a layered material system. When and exactly how it will work is still up in the air.
We still need to look into it further.
=P
Not currently, if there is a lot of interest for this we may consider adding it in the future.
Heres the shader, I'm actually using some fuzz here too.
And here is the scene itself: https://dl.dropboxusercontent.com/u/499159/carpaintcontent01.zip
Grainy metal materials are from Quixel scan content, carbon fiber normal map is some random thing I GIS'd, you can probably get the same effect with secondary spec and an anisotropic direction map instead of a normal map for the carbon fiber.
As some of you have already realized, 2.02 is out, new features include object duplication, shadow casting per-mesh toggle, tangent space vector displacement map support, new post effect presets and more. We've also fixed a variety bugs including some issues with vector displacement, obj precision out of max, that weird black box tangent issue, and few other things.
Full changelog here.
Also:
Skyshop Skin Shader Tutorial - Andres Reinot wrote a great tutorial for the skin shader in Skyshop, it doesn't all transfer over but the skyshop shader is basically a port of the one in TB2, so much of it is the same. Special thanks to Peter Zipp Zopp Zoppi - www.zopfx.com for lending us the art content.
I wanted to test my displacement map, but my mesh "explode", and it split at the uv seams.
Any idea where the problem might come from?
First off, you probably have the displacement scale set too high. This is making all the little details, pores, etc pop in/out way more than they should. Try turning the scale down.
Secondly, gaps at UV seams are unfortunately a problem with GPU based displacement shaders. We're reliant on what the GPU driver does for this technique, so there isn't anything we can do on our end to fix it. You will want to try to minimize UV seams or hide them behind other objects where you're able, when working with displacement in Toolbag.
Thanks for the file. I'm getting the same problem even after re-exporting from Maya. We've seen similar issues to this, and its in our bug system, so hopefully we can get it fixed at some point.
And video turnable here, i've use AE to adjust some color (watch it in HD)
http://www.youtube.com/watch?v=v_ZXmcNt90U&feature=youtu.be
These skin shader work so nice :thumbup:
Using zbrushes vector displacement map diagnostic file I get a strange occlusion happening on every sphere after I add a shadow casting light to the scene. This does not occur if the vector displacement tangent space is not checked in marmoset or if I turn off shadow casting on the light.
It also occurs with every single light type, point, directional and spot. As long as Cast Shadows and tangent space is checked, there is the below bug.
Thats odd, I'm not seeing that here. What system specs/os/gpu/etc do you have?