Actually you shouldn't need those anyway in TB2, just set your tangent space to Maya in the mesh properties and it should be calculated correctly for synced normals.
Interesting, can you can me an obj of this + your textures so I can try it out?
nevermind about that, it was user error after all. :poly127:
The tangentspace was set to 3dsmax (wich flips your green), but I always flip the green channel myself in PS, and since the material was only on the glass I didn't notice to check to flip the green channel in the material.
Hi. Sorry to bother with double sided material stuff again.
But doubling faces does not really work. As soon as I put in a light and turn on Cast Shadows the outer faces seem to cast shadows on the inner faces. And this shadow looks through and causes artifacts . That makes me a bit sad.
Any rough guess when double sided materials will arrive ?
Thx
So just to be sure, multiple material types (e.g. plastic and metal) aren't supported on a single mesh via masking? Do you have to change around roughness values to get as close as possible?
Awesome tool!
A couple things that I would like to see added, some of these have already been mentioned.
A visible indication of light radius.
A way to scale objects and a reference for scale.
Ability to hide light widgets.
A way to duplicate anything in the outliner(lights, meshes, cameras, etc.).
A brief highlighting of objects with a material when the material is selected.
Ability to lock cameras.
Thank you guys!
i'm interested to see what kind of maps people are plugging into the subdermis map slot of the skin shader. i seem to have better results by leaving that map blank and just playing with the subdermis color and scatter value.
i'm interested to see what kind of maps people are plugging into the subdermis map slot of the skin shader. i seem to have better results by leaving that map blank and just playing with the subdermis color and scatter value.
In the past I've just used a black and white map to subdue certain areas and just use the colour and values in Marmoset to drive it.
You can use the invert tick in the gloss box to invert (so you don't have to invert the actual content). This will give you results closer to to the black = glossy, white = rough scale that they use. Unfortunately we do not know the exact math that Epic uses to calculate roughness, so there may be some minor variance.
Hey Earthquake, thanks for the reply.
I think my post was kinda messy and I didn't explain myself well. I noticed that using the tick to invert it, it gives me a result similar to UE4. The other difference is that UE4 by default works with sRGB, so if you turn on sRGB on the Gloss, the results are exactly the same (or fairly close, anyway).
i think the skin shader could benefit quite a lot from having its own specular to go with it... with its own unique fresnel and stuff, it'd really be the final step in realistic skin.
this was brought up before in the beta thread btw.
Hi everyone, I see great stuff here!
Testing an old model with TB2. Shadow moon - Fan art, game-res model.
Loving the TB2 so far! It's a great tool and easy to use it indeed!
man you guys are doing some crazy skin shader magic in here i thought i would try for my self with an old sculpt of a face i had laying around and just a quick polypaint
got to say i am damn impressed by what marmoset manages to achieve with just a single difuse map feeding the skin shader.... if you guys manage to improve this even more its going to be epic, although i am not sure how you would go about improving it or if there is room, to improve it.
edit: lool that lip.... its just a test so no point in fixing it :P
This probably isn't even worth mentioning, but 8K Skies do not play well when loaded. They make all the controls go whacky. Reducing it down to 4K gives the same exact quality and returns everything to normal though. As I said, probably not worth mentioning but just thought I'd throw it out there anyway =P
Tried an old texture I made. Not very exciting but I think it looks good. It tessellates a bit weird though, it gives me some weird stretching especially around the edges. I'm not sure if it's my height map or something Marmoset doesn't like.
I just checked that Keelhauler and Ambient Occlusion is what was causing those lines for me too.
Brygelsmack, tried DOF (in camera settings)? Actually it looks like you have it enabled in your pic but it's focus point is wrong. Play with near/far blur amount and focus distance.
Yeah, I figured it out. Just had to mess around with the settings. Thanks.
Here's my displacement issue showing better. Getting some really nasty jagged edges. I tried blurring my displacement map slightly, and it does help but it still looks terrible. Tessellation is maxed out at 2048.
I dont know if anyone posted this already, but i have a wierd bug with the normal map. I mirrored the left leg and arm over, to save texture space which resulted in a reversed normal map on the left side. Now I can fix it for the left side when I flip-Y for the normalmap in the menu, but of course the other side gets flipped and results in the same error. I have the feeling I'm forgetten something really simple and its a user error xD
Heres a picture to show the problem, you can see how the emblem on the left knee is embosed, instead of being inserted like the other knee.
Likely not, we have not set up Toolbag to specifically emulate what Vray does in terms of settings. Physical accuracy is more of a broad concept than a specific set of rules that everyone follows. Implementations tend to vary, though many of the concepts will likely be similar.
ah ok, thanks man
This is my froggie, he's 1.2 million polygons and marmset handled it perfectly. I was sure it wasn't going to manage it but marmosets just too damn awesome!
Any tips on what i can do to make the skin better? i'm all ears! this is all hand-painted btw.
at first glance, your diffuse looks too flat. might need more saturation variations around the crevices and some skin tone variations on the cheeks, nose and forehead. also try adding a separate fuzz map for the micro fur on the skin.
also your shadow blur is too much (given that your scale is not too off) and may be turn down normal map smoothing slightly.
at first glance, your diffuse looks too flat. might need more saturation variations around the crevices and some skin tone variations on the cheeks, nose and forehead. also try adding a separate fuzz map for the micro fur on the skin.
also your shadow blur is too much (given that your scale is not too off) and may be turn down normal map smoothing slightly.
Thanks man,
I've been playing around with the saturation a little, and i've brought the shadow blur and normal smoothing down to 0.5.
I definitely need to make a good fuzz mask... that'll go on my to-do list!
is there any plan to get nvidia card not crashing?
Yes, a hotfix is being worked on to fix crashing with older nvidia cards, along with a few other major issues. We're going to get this out as soon as we can.
i was just testing some stuff with the skinshader and have a question about the translucency map. How is the set color applied to the map?
I first thought a map would override the colorvalue but the color is still applied somehow.
Replies
Without the tangents/binormals option?
Actually you shouldn't need those anyway in TB2, just set your tangent space to Maya in the mesh properties and it should be calculated correctly for synced normals.
I love this tool!
nevermind about that, it was user error after all. :poly127:
The tangentspace was set to 3dsmax (wich flips your green), but I always flip the green channel myself in PS, and since the material was only on the glass I didn't notice to check to flip the green channel in the material.
After doing that the problem is solved.
But doubling faces does not really work. As soon as I put in a light and turn on Cast Shadows the outer faces seem to cast shadows on the inner faces. And this shadow looks through and causes artifacts . That makes me a bit sad.
Any rough guess when double sided materials will arrive ?
Thx
A couple things that I would like to see added, some of these have already been mentioned.
A visible indication of light radius.
A way to scale objects and a reference for scale.
Ability to hide light widgets.
A way to duplicate anything in the outliner(lights, meshes, cameras, etc.).
A brief highlighting of objects with a material when the material is selected.
Ability to lock cameras.
Thank you guys!
In the past I've just used a black and white map to subdue certain areas and just use the colour and values in Marmoset to drive it.
Hey Earthquake, thanks for the reply.
I think my post was kinda messy and I didn't explain myself well. I noticed that using the tick to invert it, it gives me a result similar to UE4. The other difference is that UE4 by default works with sRGB, so if you turn on sRGB on the Gloss, the results are exactly the same (or fairly close, anyway).
Skin above the ear on the left image catching light really nicely. All that beautiful detail.
this was brought up before in the beta thread btw.
captured this with camtasia. parallax+additive spec
calling this done, time to move on to something else.
@MM how can you do a "depth map"? i used gausian blur in photoshop to do the depth of iris but it doesn't work good, the depth is no smooth at all
Testing an old model with TB2. Shadow moon - Fan art, game-res model.
Loving the TB2 so far! It's a great tool and easy to use it indeed!
Cheers!
there is really no need to sculpt any highpoly or bake any displacement maps for realtime eye, it is an overkill in my opinion.
all textures can be hand made in photoshop fairly easily. the process is same as the one showed by Joe earlier in the beta thread.
here is what my setup and textures look like:
got to say i am damn impressed by what marmoset manages to achieve with just a single difuse map feeding the skin shader.... if you guys manage to improve this even more its going to be epic, although i am not sure how you would go about improving it or if there is room, to improve it.
edit: lool that lip.... its just a test so no point in fixing it :P
For me the lines happen when AO is on and both high and low poly models are affected.
Using gtx 570 here, will give more specs if needed.
Edit: Seems that Local Reflections cause the exact same thing, also updated to latest Nvdia display drivers, no cure there.
Also, how do I blur the background image?
Brygelsmack, tried DOF (in camera settings)? Actually it looks like you have it enabled in your pic but it's focus point is wrong. Play with near/far blur amount and focus distance.
Here's my displacement issue showing better. Getting some really nasty jagged edges. I tried blurring my displacement map slightly, and it does help but it still looks terrible. Tessellation is maxed out at 2048.
Ideas?
yeap, that did the trick, thanks mate!
Heres a picture to show the problem, you can see how the emblem on the left knee is embosed, instead of being inserted like the other knee.
Any tips on what i can do to make the skin better? i'm all ears! this is all hand-painted btw.
What's with input occlusion/cavity/height maps having to be in RBG mode? Greyscale, which Knald outputs those maps in, doesn't work correctly.
ah ok, thanks man
This is my froggie, he's 1.2 million polygons and marmset handled it perfectly. I was sure it wasn't going to manage it but marmosets just too damn awesome!
at first glance, your diffuse looks too flat. might need more saturation variations around the crevices and some skin tone variations on the cheeks, nose and forehead. also try adding a separate fuzz map for the micro fur on the skin.
also your shadow blur is too much (given that your scale is not too off) and may be turn down normal map smoothing slightly.
Thanks man,
I've been playing around with the saturation a little, and i've brought the shadow blur and normal smoothing down to 0.5.
I definitely need to make a good fuzz mask... that'll go on my to-do list!
anyway, here he is after those tweaks:
。。。。。 LOL
Yes, a hotfix is being worked on to fix crashing with older nvidia cards, along with a few other major issues. We're going to get this out as soon as we can.
I first thought a map would override the colorvalue but the color is still applied somehow.