I feel retarded, where do I add a diffuse map? Did they change the name from Marmoset 1?
Diffuse maps as you know them are going to "die" with the new PBR tech.
Now you have albedo maps, which are basically a color map, and not a lot more.
I haven't tried toolbag2 yet but I assume there's a slot to imput your AO map on there. The render automatically masks the AO based on whether or not the surface is being hit by light, shaded/ambient areas have more AO, so the renderer does that for you, no more putting AO on your diffuse maps!
@Joopson - try using the skin shader with subdermis scatter to 0 and very low shadow blur. that should still work as a non-skin shader without those sharp self shadow.
it is partly a result of contact refinement, you could also try turning that off under light settings.
@Joopson - try using the skin shader with subdermis scatter to 0 and very low shadow blur. that should still work as a non-skin shader without those sharp self shadow.
Anyone else having an issue with the trial in Windows 8.1 64bit where as soon as you click "Okay" when it tells you you have 30 days left Marmoset just closes itself? Tried running as admin etc
Don't know if I'm missing something but is there a way to transfer the settings I had for a shader and post effects from Toolbag 1 to 2 that can give me a good starting point.
Thanks for all the love guys! Its great to see so much excellent art. Im going to try to respond to all the questions here, if I miss something, just let me know.
I feel like a noob but I can not for the life of me figure out how to add a basic diffuse on to my models. The Lambertian selection seems the obvious choice but there is no shader slot.
You can load your diffuse map into the albedo slot. This is really just a terminology change, as albedo is a more physically accurate term.
Wow..Awesome.U guys should seriously consider making this suitable for rendering out animation videos.This app is way more better than viewport 2.0 or udk as a realtime renderer for animations.I have experimented using viewport 2.0 for rendering out animations.
I have asked here if marmoset could be used to render out animated movies but I am made to understand it cannot support animations or heavy scenes like Maya's viewport.If not,going through the hurdle of learning a game engine won't be necessary.
But I am pretty sure marmoset would handle a moderate scene better than viewport 2.0 but then when u think of realtime fire effects,smoke and the likes,volumetric rays,a game engine just seems appropriate.
Great work,everyone and congrats to marmoset devs.
Animated content and video export are not currently supported. Animation is something we plan to support in the future, but its a complex issue and we want to do it well, so we didnt want to try and rush something in for the initial release.
Everytime I load it up it locks up my computer to the point where I have to do a hard reset. I have up to date drivers and all the requirements. Marmoset 1 runs great. Uninstalled, re installed, same deal.
edit: I downloaded the Beta NVidia drivers, I will test in a bit, after I finish texturing this stupid prop at work.
@ErichWK I´m having the same issues.
Computer freezes to death when trying to run the new Marmoset.
Hope the guys at Marmoset can patch it soon
Sorry about that! Please send support@marmoset.co an email with your account id, system specs and any other information you can provide (OS, video card drivers, etc). There are some kinks that were seeing now that weve got more people running it on various hardware.
I'm really liking the workflow for Toolbag 2. This was just a printscreen, every time I tried to capture an image it would ignore DOF. Plus the Oculus Rift view is pretty neat.
Interesting, what sort of hardware and OS are you running on?
Is there any options for "sharpen" like in Marmoset 1? Can't find any.
When doing a turntable, "scene" for example (my light(s) keep resetting to another angle (front angle). Anyone else have the same problem?
Cheers!
Sharpen, and various other post effects settings (including DOF) are now set per-camera, which means you can have multiple cameras with different settings for each shot. Check the camera properties to find various things to play with.
Not currently, this is on our todo list however and will likely come in an update at some point. As MM says, for now you can make a duplicate copy and flip the normals in your 3d app before export.
Yeah I got the occlusion but when exporting a fbx mesh out of max with a 2nd uv channel the occlusion is using the 1st channel. In tool bag 1 it uses the 2nd channel. I see with the cavity there is an option to use 0 or 1 set but it doesnt seem to switch.
I believe the UV 0/1 setting is for the AO map, not the cavity map, so if you dont have an AO map loaded you may not see a change when swapping that toggle. Let me know if you still cant get it to work, and Ill be happy to take a look at your files.
Gosh.
Also some diffuse maps seem to load really bright, any idea what's causing this? it wouldn't be as big of an issue if it didn't happen to 2/6 textures on a multi textured model
One thing that might be the problem. If you accidentally load an image into the normal slot, and then into the diffuse slot, the sRGB option gets stuck with that texture. So pop open the image options box and make sure sRGB is set for your diffuse map.
Does Marmoset 2 auto-update texture and mesh changes from external applications like Photoshop and 3DS Max? Marmoset 1 did this and it's one of my favorite features.
Textures, yes, Toolbag will automatically update textures when you switch back (it wont update if its not the active window).
Meshs, no, not currently. On the todo list though.
These are my machine's specs. Not the greatest I know, but I'm not sure if that'd cause an install error.
Sorry about this, weve got an issue specifically with some Macs having issues installing. You will need to update to OS X 10.9, it should tell you this when you try to install but it looks like that isnt happening.
Fantastic release guys. It looks pretty neat and awesome. I really love the new UI.
I'm playing right now, just loaded this head exported from Maya and bake normal maps from Xnormal. But the uvseam it's so pronounced and sharp. I don't remember that on the old marmoset. I changed on preferences to xnormal tangent space but it doesn't seem to affect it.
Left image with normal map, right with default shader.
Thats interesting, try the flip Y option in the normal map slot(or invert the green channel). If that doesnt work, can you try baking a normal map in Maya? I know the Maya tangent space works a little better than the XN one, but neither should give you a big obvious seam like that.
If that doesnt help you can send me the model/textures and Ill have a look.
Sorry for the double post, here is a quick shot
Still can't figure out how to get the opacity on the sight correctly
Currently there are two options (other than cutout/alphatest) for transparency. Dithered is order-independant (which means no sorting issues) but looks a little wierd in the viewport. It needs high sampling to work well.
The 2nd is additive blending, which actually should work pretty well for something like a red dot scope where you want the glass to be reflective and the reticle to glow. Try loading a diffuse texture that is totally black except for the reticle, and then enabling the Include Diffuse check in the add blend options
Ah this sucks... Makes the inner parts of my tar look horrid
Yeah sorry, double sided materials are not in yet. I'm personally a little curious what you would want that for on a gun though? I mean other than the scope plane of course.
I've got an issue where all the shading on the model is super sharp when I use any light other than the sky lights. I'm assuming it's a glitch, anyway.
It's kind of irritating, since it pretty severely limits my presentation possibilities.
Otherwise, Marmoset 2 is amazing. I'm loving it to death.
Death, I say.
I've got an intel core i7-2600 8 gb of ram, and an Nvidia GeForce GTX 550 Ti; running Windows 7, 64 bit.
You mean the shadows here? Try adjusting the light size/softness parameter. The bigger the light size value the softer the shadows will be. There are some scale issues here as well (sorry guys, still no scaling options) so if your mesh is very large the size/softness setting may have little effect.
Diffuse maps as you know them are going to "die" with the new PBR tech.
Now you have albedo maps, which are basically a color map, and not a lot more.
I haven't tried toolbag2 yet but I assume there's a slot to imput your AO map on there. The render automatically masks the AO based on whether or not the surface is being hit by light, shaded/ambient areas have more AO, so the renderer does that for you, no more putting AO on your diffuse maps!
Yep, pretty much this. Though you can still load older style diffuse maps in the albedo slot, the shader can just do more cool stuff if you load the AO in separately and only have color info in the albedo map. Albedo map is also used for the metalness reflectivity type where it really is not a diffuse map at all.
Anyone else having an issue with the trial in Windows 8.1 64bit where as soon as you click "Okay" when it tells you you have 30 days left Marmoset just closes itself? Tried running as admin etc
Thats a new one. Please send your account id, system specs and as much detail about the problem to support@marmoset.co
Don't know if I'm missing something but is there a way to transfer the settings I had for a shader and post effects from Toolbag 1 to 2 that can give me a good starting point.
No sorry, there is no way to do this. Toolbag 2 was completely rewritten from scratch and the post effect settings are no longer compatible.
EarthQuake, there is till the bug when you hit play on the turntable, the background position resets to 0. It's not a major issue, but it's annoying, because you setup the sky in the best position for your model, and then, when you do the turntable, it changes back...
Also, please, PLEASE add the option to hide the light icons in the viewport! If you use a narrow focal length, the icons are huge!
EarthQuake, there is till the bug when you hit play on the turntable, the background position resets to 0. It's not a major issue, but it's annoying, because you setup the sky in the best position for your model, and then, when you do the turntable, it changes back...
Yeah sorry, this logged in our bug system, we just haven't had time to fix it yet.
Also, please, PLEASE add the option to hide the light icons in the viewport! If you use a narrow focal length, the icons are huge!
Hehe, I'll add another vote for it on the suggestion list.
I'm just having a play around with Toolbag 2 now, and I've just noticed something... Is there anyway to know which shader / material is applied to a chunk or mesh? In Toolbag 1 the UI would visually flash to indicate what the material was applied to. It might be handy to have something similar in Toolbag 2, that or highlight the meshes in the 'scene' palette.
I did run into an issue though. For some reason backfacing geometry is casting shadows on front facing geo. It only seems to happen when I am manually backfacing alpha cards.
just having a play around with Toolbag 2 now, and I've just noticed something... Is there anyway to know which shader / material is applied to a chunk or mesh? In Toolbag 1 the UI would visually flash to indicate what the material was applied to. It might be handy to have something similar in Toolbag 2, that or highlight the meshes in the 'scene' palette.
Apologies if it's already been posted.
I miss that too, hopefully it will be re-implemented in the near future, along with the 2-sided material.
From reading the stuff about secondary specular for carbon fiber in the tb2 beta thread I'm curious as to how that might look. I might give it a go sometime, although I'm not entirely sure how I'd go about the anisotropy stuff. What's a good source to get info on real-world materials and how they behave (Or is looking at pictures and extrapolating from that the best method we currently have?)
+1 to double sided materials (for the lens on the Kobra sight in the above model)
+1 to being able to toggle lights
Mesh scale is obviously something you're looking at which is nice.
Is there a way to set a global default anisotropic filtering level for textures?
Similarily, is there a way to edit the 'default' post-processing? I assume no since it isn't in the directory with the other presets. Alternatively I could just create a custom 'default' and load that every time. Mainly I'm curious as to why grain is enabled by default.
Z-fighting is still apparent on some (admittedly poorly constructed) meshes.
Is snap camera still a thing?
Would be cool to have tri (and possibly real vert?) count displayed somewhere?
Derivative Normal maps? They seem interesting.
I'd like to be able to duplicate/lock cameras like in toolbag one?
Out of curiosity how likely would a linux version be in the future? Is it something remotely possible?
Yeah sorry, double sided materials are not in yet. I'm personally a little curious what you would want that for on a gun though? I mean other than the scope plane of course.
I used to enable backface culling in TB1 for the inner holes of my gun:
I can get away without using it cheers for the transparency tip, will try it out!
Ive got the same freezing problem of the computer.
Have to press the power button to restart the pc.
I already sent a mail to support@marmoset.co
Hopefully you can fix it soon
amazing stuff. Tested with one of my older assets. I couldn't see any but are there any depth of field options with toolbag 2? I love the ones in skyshop with ddo for renders
amazing stuff. Tested with one of my older assets. I couldn't see any but are there any depth of field options with toolbag 2? I love the ones in skyshop with ddo for renders
Woooot made a quick and dirty bronze texture to test the workflow.
I noticed a few problems.
1) I had this weird thing where my mesh went invisible even though it was still in the scene. This happened after I was bouncing around a few of the secondary specular and reflection options.
2) The toolbag logo moves when I hit space bar so it takes a few guesses and checks before you can get it where you want. On a side note it would be cool to be able to put in our own watermarks so we can quickly brand renders with whatever we want.
3) Being able to lock the camera would be cool so you don't accidentally move around your perfectly lined up render angle.
4) A saturation slider on the Sky would be nice so you could quickly get a black and white lighting setup in there to check a texture really quick, or on the opposite end get a crazy stylized lighting setup.
5) Eye dropper for picking colors on anything in the scene. Would be helpful for secondary spec and fresnel.
6) Ability to duplicate lights, or anything in the outliner or scene would be awesome.
Hi guys. Just downloaded my version and started playing with it. Just a general question: Is it better to keep things in one material or to create several materials?
What i mean by this is I have a vehicle I want to render out. I've textured it so that the materials are defined via the texture maps so in theory i should be able to get everything out of one shader. However, would it be better to have multiple materials assigned to this same object?
I just loaded one of our weapons into toolbag 2 just to compare, cannot show cause NDA however, and its absolutely ridiculous how they look. I mean jesus christ, this shouldnt be possible, especially not with that effort. I did literally nothing but load in the maps and it beats the best rendered weapons in my inspiration folder hands down.
Im doing offline stuff for years, and that feels so obsolete now.
Fantastic job however, Wow.
Am I really stupid or is the demo version heavily cut ?
cool update, gotta admit the diffuse map/albedo thing confused the hell out of me at the start, along with options now being in different menus..bit more playing and that should become second nature.
Loving how silky smooth it is when you import high rez meshes, i get no lag at all (GTX 460). As previously mentioned, some sort of tri count would be good to actually see what kind of a beast toolbag is.
Depth of field, SSAO seem alot better than toolbag 1, I havent really played with many other new settings so cant comment on them.
Not really an issue but i kinda miss the floor tab, yes i can just import a ground plane into the scene,....but thats a step i previously didnt have to do when just doing test renders etc in the old toolbag.
Unless im missing it, it would appear the 'outlines' feature isnt in this version. I will be updating my folio with some new work soon that i would of used the outlines on...again, not a huge issue, i'll just render in toolbag 1, but still a shame to see it gone.
Once i get time i'll have more of a play, but for now,cool stuff .
I was just playing a bit but I met a little problem. I have the high-poly mesh of the body of one of my character that crash Toolbag 2 while it loads it. Any ideas why ? The file weights 1GB, so if you prefer I can send the ztl file.
I exported the obj from zBrush 4R6 P1 and xNormal/Substance designer load it fine.
Other than that the software looks wonderful, I'm currently playing with my other assets !
sometimes when i export my meshes from zbrush as obj they dont work straight away in maya. i need to re-import the obj in to zb and export it again for it to work. could be this.
sometimes when i export my meshes from zbrush as obj they dont work straight away in maya. i need to re-import the obj in to zb and export it again for it to work. could be this.
Yeah, I know this trick, I have sometimes this bug too.
In this case here however Maya imported it fine too.
Replies
Diffuse maps as you know them are going to "die" with the new PBR tech.
Now you have albedo maps, which are basically a color map, and not a lot more.
I haven't tried toolbag2 yet but I assume there's a slot to imput your AO map on there. The render automatically masks the AO based on whether or not the surface is being hit by light, shaded/ambient areas have more AO, so the renderer does that for you, no more putting AO on your diffuse maps!
Yup!
it is partly a result of contact refinement, you could also try turning that off under light settings.
thats really nice Alan!
Works like a charm, thanks MM!
You can load your diffuse map into the albedo slot. This is really just a terminology change, as albedo is a more physically accurate term.
Animated content and video export are not currently supported. Animation is something we plan to support in the future, but its a complex issue and we want to do it well, so we didnt want to try and rush something in for the initial release.
Sorry about that! Please send support@marmoset.co an email with your account id, system specs and any other information you can provide (OS, video card drivers, etc). There are some kinks that were seeing now that weve got more people running it on various hardware.
The more info you can give us the better.
You can delete objects by selecting them (either click on them in the viewport, or the scene list) and pressing delete on your keyboard.
Yes the skin shader is included, change the diffusion model from lambertian to skin to access the skin shader.
Interesting, what sort of hardware and OS are you running on?
Sharpen, and various other post effects settings (including DOF) are now set per-camera, which means you can have multiple cameras with different settings for each shot. Check the camera properties to find various things to play with.
Not currently, this is on our todo list however and will likely come in an update at some point. As MM says, for now you can make a duplicate copy and flip the normals in your 3d app before export.
Right, occlusion and cavity maps do not need a 2nd UV set to work.
I believe the UV 0/1 setting is for the AO map, not the cavity map, so if you dont have an AO map loaded you may not see a change when swapping that toggle. Let me know if you still cant get it to work, and Ill be happy to take a look at your files.
One thing that might be the problem. If you accidentally load an image into the normal slot, and then into the diffuse slot, the sRGB option gets stuck with that texture. So pop open the image options box and make sure sRGB is set for your diffuse map.
Textures, yes, Toolbag will automatically update textures when you switch back (it wont update if its not the active window).
Meshs, no, not currently. On the todo list though.
Sorry about this, weve got an issue specifically with some Macs having issues installing. You will need to update to OS X 10.9, it should tell you this when you try to install but it looks like that isnt happening.
Thats interesting, try the flip Y option in the normal map slot(or invert the green channel). If that doesnt work, can you try baking a normal map in Maya? I know the Maya tangent space works a little better than the XN one, but neither should give you a big obvious seam like that.
If that doesnt help you can send me the model/textures and Ill have a look.
Currently there are two options (other than cutout/alphatest) for transparency. Dithered is order-independant (which means no sorting issues) but looks a little wierd in the viewport. It needs high sampling to work well.
The 2nd is additive blending, which actually should work pretty well for something like a red dot scope where you want the glass to be reflective and the reticle to glow. Try loading a diffuse texture that is totally black except for the reticle, and then enabling the Include Diffuse check in the add blend options
Yeah sorry, double sided materials are not in yet. I'm personally a little curious what you would want that for on a gun though? I mean other than the scope plane of course.
Layering is not currently support, this is something that will likely come in an update sometime down the road.
You mean the shadows here? Try adjusting the light size/softness parameter. The bigger the light size value the softer the shadows will be. There are some scale issues here as well (sorry guys, still no scaling options) so if your mesh is very large the size/softness setting may have little effect.
Yep, pretty much this. Though you can still load older style diffuse maps in the albedo slot, the shader can just do more cool stuff if you load the AO in separately and only have color info in the albedo map. Albedo map is also used for the metalness reflectivity type where it really is not a diffuse map at all.
Thats a new one. Please send your account id, system specs and as much detail about the problem to support@marmoset.co
No sorry, there is no way to do this. Toolbag 2 was completely rewritten from scratch and the post effect settings are no longer compatible.
the dof is awesome
Also, please, PLEASE add the option to hide the light icons in the viewport! If you use a narrow focal length, the icons are huge!
Yeah sorry, this logged in our bug system, we just haven't had time to fix it yet.
Hehe, I'll add another vote for it on the suggestion list.
Apologies if it's already been posted.
I did run into an issue though. For some reason backfacing geometry is casting shadows on front facing geo. It only seems to happen when I am manually backfacing alpha cards.
Doesn't exist yet.
Loving it so far!
That is an awesome render. I can't find anything in documentation about exporting interactive turntables did you write that html yourself?
looks sick mashru
nope, i got it from here:
http://jquery.vostrel.cz/reel
it might seem a bit confusing at first so let me show you what files and what code i am using.
files needed:
1. series of image sequence rendered out of TB2, i used 90 frames and batch renamed sequence to botA000.jpg ---> botA089.jpg
2. index.html file with following code:
3. "jquery.reel.js" file which you can download from their site, no need to alter any code in this file, unless you want to customize it further.
4. js.js file with following code: not the naming and frame numbering and put all frames, html, and javascript files in one folder in your host and it should work.
Test on my very unfinished droid...
From reading the stuff about secondary specular for carbon fiber in the tb2 beta thread I'm curious as to how that might look. I might give it a go sometime, although I'm not entirely sure how I'd go about the anisotropy stuff. What's a good source to get info on real-world materials and how they behave (Or is looking at pictures and extrapolating from that the best method we currently have?)
+1 to double sided materials (for the lens on the Kobra sight in the above model)
+1 to being able to toggle lights
Mesh scale is obviously something you're looking at which is nice.
Is there a way to set a global default anisotropic filtering level for textures?
Similarily, is there a way to edit the 'default' post-processing? I assume no since it isn't in the directory with the other presets. Alternatively I could just create a custom 'default' and load that every time. Mainly I'm curious as to why grain is enabled by default.
Z-fighting is still apparent on some (admittedly poorly constructed) meshes.
Is snap camera still a thing?
Would be cool to have tri (and possibly real vert?) count displayed somewhere?
Derivative Normal maps? They seem interesting.
I'd like to be able to duplicate/lock cameras like in toolbag one?
Out of curiosity how likely would a linux version be in the future? Is it something remotely possible?
What if you just readjust the scene lightning to much the textures brightness?
Now lets see that fantastic hair you've been working on! With the anisotropic reflection model and everything. Doooo it.
I used to enable backface culling in TB1 for the inner holes of my gun:
I can get away without using it cheers for the transparency tip, will try it out!
It is cool, Kosai told me how to fix this:
Have to press the power button to restart the pc.
I already sent a mail to support@marmoset.co
Hopefully you can fix it soon
select camera and you will find DOF there
I noticed a few problems.
1) I had this weird thing where my mesh went invisible even though it was still in the scene. This happened after I was bouncing around a few of the secondary specular and reflection options.
2) The toolbag logo moves when I hit space bar so it takes a few guesses and checks before you can get it where you want. On a side note it would be cool to be able to put in our own watermarks so we can quickly brand renders with whatever we want.
3) Being able to lock the camera would be cool so you don't accidentally move around your perfectly lined up render angle.
4) A saturation slider on the Sky would be nice so you could quickly get a black and white lighting setup in there to check a texture really quick, or on the opposite end get a crazy stylized lighting setup.
5) Eye dropper for picking colors on anything in the scene. Would be helpful for secondary spec and fresnel.
6) Ability to duplicate lights, or anything in the outliner or scene would be awesome.
Thanks for the awesome tool!
What i mean by this is I have a vehicle I want to render out. I've textured it so that the materials are defined via the texture maps so in theory i should be able to get everything out of one shader. However, would it be better to have multiple materials assigned to this same object?
Hope this makes sense.
Thanks for the awesome tool!
Im doing offline stuff for years, and that feels so obsolete now.
Fantastic job however, Wow.
Am I really stupid or is the demo version heavily cut ?
cant wait to play with this over the weekend!
edit, doh, nm
more here...
http://farm3.staticflickr.com/2832/11234581126_98a538dd39_o.png
Loving how silky smooth it is when you import high rez meshes, i get no lag at all (GTX 460). As previously mentioned, some sort of tri count would be good to actually see what kind of a beast toolbag is.
Depth of field, SSAO seem alot better than toolbag 1, I havent really played with many other new settings so cant comment on them.
Not really an issue but i kinda miss the floor tab, yes i can just import a ground plane into the scene,....but thats a step i previously didnt have to do when just doing test renders etc in the old toolbag.
Unless im missing it, it would appear the 'outlines' feature isnt in this version. I will be updating my folio with some new work soon that i would of used the outlines on...again, not a huge issue, i'll just render in toolbag 1, but still a shame to see it gone.
Once i get time i'll have more of a play, but for now,cool stuff .
I exported the obj from zBrush 4R6 P1 and xNormal/Substance designer load it fine.
Other than that the software looks wonderful, I'm currently playing with my other assets !
sometimes when i export my meshes from zbrush as obj they dont work straight away in maya. i need to re-import the obj in to zb and export it again for it to work. could be this.
Yeah, I know this trick, I have sometimes this bug too.
In this case here however Maya imported it fine too.