Is there a possibility to do a turntable but leave custom set lights at their location? So that my shadows stay the same throughout the whole turntable.
Thx
Ah sorry for so many post i should of asked this with the first question but the "Outline" feature where it puts a color outline around the mesh, how can i get this effect is it even in there?
really liking the skinshader ! good job guys @ marmoset
Does anyone know if there is any tutorial or info out there yet on how to create realistic hair in marmoset 2 ?
Oh man, this is just lovely. And I loved the last incarnation. I hope I'll manage to get to upgrade in the near future as I play around with the trial version.
hello! a stupid question here: in the locatoin "C: \Program Files\Marmoset Toolbag 2\data\mat\textures" there are a lot of texture like "normal map, gloss map, AO map..."
and ofcourse that is MT2 material,
and i see some normal map is very nicely, so i try to make a new normal map with the source diffuse in there but i can not get beautiful result like that,
i've used crazybump, knald, nDo2, Xnormal, Nvidiafiltertool but never get that result though..
So if anyone know how they make these maps please help me, i just don't know they've made these map by 3D model then bake or convert from a color source photo.
/Sorry cause my bad English.
Ben, is that the same lit perspective render you posted earlier transformed into UV space? Is that a Marmo2 feature?
Yep, same litt perspective render. Its just a plane with my diffuse,normal,spec,gloss maps on the same way as i applied them to my gun. Its not a feature but maybe it should be? it could be called the 'cottage feature' haha
Not sure if this is a known issue but I figure I'd report anyways.
using DoF blurs my Glass Additive Mesh/Material.
Edit: Also, everything inside of the glass material loses it's local reflection property. It makes sense why it does, but it's kind of a bummer. Might just have to comp the glass onto the glass-less version... then again thats kinf of cheating =P
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.
Thanks for the quick reply i am glad its in the work but i got it fixed...
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.
Just an update on this:
Turns out greyscale does work; however, greyscale from Knald does not. I have to run a height/AO/cavity map from Knald through photoshop before it displays correctly in TB2. If I don't the map shows black as yellow (In TB2, not PS).
Anyone know how we're meant to interpret Mip-map preview levels in TB2? In tb1 it made sense that one whole number was one level up/down in mip-map levels, but TB2 allows for decimals? If the decimals are simply levels inbetween mips (So not full steps) is there any practical point to this? It just seems like whole numbers/steps made more sense.
If I try to load a mesh with over, say, one million polygons, it just hangs. It doesn't freeze, or crash, but it's like it's trying to load, but it's loading very very slow.
Even loading a 500,000 polygon model takes upwards of 15 seconds. Which is a bummer, since I'd love to use Marmoset for High-poly models as well.
I posted my specs earlier, but here they are again: I've got an intel core i7-2600, 8 gb of ram, and an Nvidia GeForce GTX 550 Ti; running Windows 7, 64 bit.
Toolbag2 seems like a great solution for high-poly shots, Keyshot has always been a too expensive for me.
I loaded a 700mb obj fine (not sure how many million polygons it is, but at least one), and have similar specs to you Joopson. As Bek said, loading can take a bit of time, but once it's loaded things run pretty smooth (some options turn on and off a bit slower than usual though).
Here's a shot of the model (decimated Zbrush hipoly), it's still WIP.
Just subdivided a cube a bunch of times, to make sure it wasn't an issue with zbrush's OBJs, or something. The mesh was 1 million triangles and some change, and I waited 4 minutes before ctrl+alt+deleting and closing Marmoset 2.
It's only a 95mb file, too.
Edit: Tried again, and gave up after 13 minutes.
Edit Again: Tried FBX, same issue. It just never loads above some arbitrary polygon count.
Just subdivided a cube a bunch of times, to make sure it wasn't an issue with zbrush's OBJs, or something. The mesh was 1 million triangles and some change, and I waited 4 minutes before ctrl+alt+deleting and closing Marmoset 2.
That sounds really weird, so I tried to do the same to see if I had same issue, but my mesh loaded almost instantly.
However it's not showing the entire wireframe for some reason. Just thought I'd share that.
that wireframe issue also happens when you use the subdivion pn triangles, it also makes it so that models that are not subdivided this way stop showing wireframes.
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
Sorry no ETA yet. We realize this is a priority for you guys so it will be added at some point, likely sooner rather than later.
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?
Layering is not currently supported. Layering with masks to blend between different materials is something we will most likely in future update.
You certainly can have multiple surface types with the current system though. You need to use your albedo, gloss/roughness, specular and normal maps to define the surface types per pixel.
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!
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
This is interesting. Can you give me some more info on this?
What format (cross, long/lat, etc)?
4K total? 4K per-face?
Ive had good luck loading in 10,000x*** or so long/lat panos. Could you send me the file so we can take a look at it as well?
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.
Make sure your base geometry is using even, square quads. If you have one quad stretched to that rectangle shape you'll get uneven tessellation.
Manually tessellate the mesh yourself in your 3d app a bit more (add more divisions) if you're hitting the tess max.
Also, how do I blur the background image?
If you want to blur only the background, set near blur to 0 and turn far blur up really high. They adjust the focus plan so that your mesh is in front of it. Then adjust the max bokeh size to blur the background.
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
I first thought a map would override the colorvalue but the color is still applied somehow.
The color value multiplies onto the texture input. Theres sort of a few ways you can used it: 1. Fixed, color value, no textures 2. Color value to set color, texture input to set depth 3. Texture input to set color and depth (set color to white in this case)
Is there a possibility to do a turntable but leave custom set lights at their location? So that my shadows stay the same throughout the whole turntable.
Yes you should be able to do this by using the camera turntable option instead of scene. Change this in the turntable output settings, in Capture -> Settings (CTRL+P).
Ah sorry for so many post i should of asked this with the first question but the "Outline" feature where it puts a color outline around the mesh, how can i get this effect is it even in there?
Sorry this feature is not available in TB2, if there is enough interest we may consider adding it.
I know it wasn't a huge feature in Toolbag 1, but will we ever see skeletal animation returning?
Animation is something we plan on putting a lot of work into and releasing as a free update for Toolbag 2. This will be something that happens down the line though, not likely in the near future.
hello! a stupid question here: in the locatoin "C: \Program Files\Marmoset Toolbag 2\data\mat\textures" there are a lot of texture like "normal map, gloss map, AO map..."
and ofcourse that is MT2 material, and i see some normal map is very nicely, so i try to make a new normal map with the source diffuse in there but i can not get beautiful result like that, i've used crazybump, knald, nDo2, Xnormal, Nvidiafiltertool but never get that result though.. So if anyone know how they make these maps please help me, i just don't know they've made these map by 3D model then bake or convert from a color source photo. /Sorry cause my bad English.
The preset materials are courtey of the nice fellows at quixel.se
The content is scanned from real world materials using an awesome piece of software that they have not released yet. Well have to wait until they launch to talk more about it.
Edit: Also, everything inside of the glass material loses it's local reflection property. It makes sense why it does, but it's kind of a bummer. Might just have to comp the glass onto the glass-less version... then again thats kinf of cheating =P
Here are my specs
The Add/DOF bug is known, we just havent had a time to fix it as the add feature was added late in the cycle. Ill look into the SSR issue as well, thanks.
Turns out greyscale does work; however, greyscale from Knald does not. I have to run a height/AO/cavity map from Knald through photoshop before it displays correctly in TB2. If I don't the map shows black as yellow (In TB2, not PS).
Anyone know how we're meant to interpret Mip-map preview levels in TB2? In tb1 it made sense that one whole number was one level up/down in mip-map levels, but TB2 allows for decimals? If the decimals are simply levels inbetween mips (So not full steps) is there any practical point to this? It just seems like whole numbers/steps made more sense.
Can you get me a copy of that file, or tell me what settings/file format/bit depth youre using out of knald? Thanks
If I try to load a mesh with over, say, one million polygons, it just hangs. It doesn't freeze, or crash, but it's like it's trying to load, but it's loading very very slow. Even loading a 500,000 polygon model takes upwards of 15 seconds. Which is a bummer, since I'd love to use Marmoset for High-poly models as well. I posted my specs earlier, but here they are again: I've got an intel core i7-2600, 8 gb of ram, and an Nvidia GeForce GTX 550 Ti; running Windows 7, 64 bit.
Toolbag2 seems like a great solution for high-poly shots, Keyshot has always been a too expensive for me. I loaded a 700mb obj fine (not sure how many million polygons it is, but at least one), and have similar specs to you Joopson. As Bek said, loading can take a bit of time, but once it's loaded things run pretty smooth (some options turn on and off a bit slower than usual though). Here's a shot of the model (decimated Zbrush hipoly), it's still WIP. (design byNivanh Chanthara)
Just subdivided a cube a bunch of times, to make sure it wasn't an issue with zbrush's OBJs, or something. The mesh was 1 million triangles and some change, and I waited 4 minutes before ctrl+alt+deleting and closing Marmoset 2. It's only a 95mb file, too. Edit: Tried again, and gave up after 13 minutes. Edit Again: Tried FBX, same issue. It just never loads above some arbitrary polygon count.
That sounds really weird, so I tried to do the same to see if I had same issue, but my mesh loaded almost instantly.
Ok, so everyone who is having issues loading dense files, could you please give me some more information: What app are you exporting out of? What file format? What options (normals, uvs, vert colors, etc)? Any files you can share to help debug would be great as well. I can load 5-million or so poly meshes out of Maya 2008 and Mudbox 2012 almost instantly. Some files out of zbrush take a lot longer though. I suspect this has to do with specifically how the files are written.
However it's not showing the entire wireframe for some reason. Just thought I'd share that.
Yeah, there are some bugs related to tessellation and wireframe display.
and download the "Tropical Ruins" pano, the 8K (lat/long) file was making me lag very hard. Also, I'd have to clikc on anything twice just to make it "stick".
Just so you know though, I just tested it on my PC at work and I am NOT getting the same issue. I'm only getting this issue on my PC at home.
edit: Actually, I'm still getting the clicks not sticking bug with 8K. It takes 2 clicks for anything to be selected/pressed.
The Add/DOF bug is known, we just havent had a time to fix it as the add feature was added late in the cycle. Ill look into the SSR issue as well, thanks.
No problem. Thats for taking the time to reply to me and everyone else. You guys are busting you butts and doing an awesome job. Kudos.
The options I have for OBJ are: Groups, Point Groups, Materials, Smoothing, and Normals. I've never once touched those options though. For FBX, I tried to keep it down and use the bare minimum. I have Smoothing groups, and smooth mesh (not sure what that one does. Never noticed a difference) enabled. For the FBX file format, I have type set as "Binary" and Version set as "FBX 2014". (As a side note, trying to export an FBX from Maya with so many polygons is almost a certain crash for me.)
I tried loading it, and thought "What if I let it load while I'm out of my apartment?".. I came back 40 minutes later and it had loaded. So things do load, it just takes somewhere between 13 and 40 minutes to do so.
Ok, so everyone who is having issues loading dense files, could you please give me some more information: What app are you exporting out of? What file format? What options (normals, uvs, vert colors, etc)? Any files you can share to help debug would be great as well.
On further testing my earlier numbers were a little optimistic (wrong). A 800k tris model took ~7min to import. During this time taskmanager showed toolbag having no significant memory/disk usage, but 25% cpu usage (so 100% of one core).
This was an FBX from modo with UV's. An OBJ took a similar amount of time. Collada didn't even load (nothing would happen). If I delete the UV's, it still takes a long time. Saving as 2010 fbx in ASCII format didn't seem to change anything, nor did triangulating before export.
FBX export settings were save geometry, materials, morph maps, edge smoothing, animation. Interestingly enough if I disable save materials, the export will fail.
edit: Found a crash: If you have an image's options open in tb2, and then open a new scene, the options for the image isn't automatically closed. If you press Okay on the option window, tb2 will crash.
Can anyone help me out with the " Outline " feature it makes a colored outline around your mesh in the first Marmoset, anyone know how i can get the same effect?
@ Endlessillusion If you really want to make the outlines. You can simply duplicate you mesh, use a push modifier to bump out the mesh, and then flip the faces. Apply a flat black material to the 2nd mesh and it should create and outline in marmoset.
@ Endlessillusion If you really want to make the outlines. You can simply duplicate you mesh, use a push modifier to bump out the mesh, and then flip the faces. Apply a flat black material to the 2nd mesh and it should create and outline in marmoset.
Replies
Thx
- The ability to duplicate lights
- Checkbox to move/rotate lights between world vs local space
- Light radius is visible when changing
- Color picker can pick from viewport
- Importing/Exporting multiple materials at once
- Hiding lights/camera with menus.
- The ability to lock the camera or light panels so they stay when not having them selected.
Having some fun learning it though. Seems pretty awesome so far.Ah nice thanks a lot.
really liking the skinshader ! good job guys @ marmoset
Does anyone know if there is any tutorial or info out there yet on how to create realistic hair in marmoset 2 ?
Just Base Colors/Materials for now. Also gonna rework the top piece as it is the weakest part.
To the Marmopeople : what is the proper way to pass you guys bug reports and/or suggestions now that the app is released ?
You can drop comments/suggestions/bugs here, and I will get them logged.
If you have a more serious issue, like installer failing, licencing issues, crashing, contact support@marmoset.co.
and ofcourse that is MT2 material,
and i see some normal map is very nicely, so i try to make a new normal map with the source diffuse in there but i can not get beautiful result like that,
i've used crazybump, knald, nDo2, Xnormal, Nvidiafiltertool but never get that result though..
So if anyone know how they make these maps please help me, i just don't know they've made these map by 3D model then bake or convert from a color source photo.
/Sorry cause my bad English.
Happy to help mate, it looks great
Yep, same litt perspective render. Its just a plane with my diffuse,normal,spec,gloss maps on the same way as i applied them to my gun. Its not a feature but maybe it should be? it could be called the 'cottage feature' haha
using DoF blurs my Glass Additive Mesh/Material.
Edit: Also, everything inside of the glass material loses it's local reflection property. It makes sense why it does, but it's kind of a bummer. Might just have to comp the glass onto the glass-less version... then again thats kinf of cheating =P
Here are my specs
Thanks for the quick reply i am glad its in the work but i got it fixed...
Just baught an ATI 7970 to play with it tonight!
it look just too much awesome to wait!
Turns out greyscale does work; however, greyscale from Knald does not. I have to run a height/AO/cavity map from Knald through photoshop before it displays correctly in TB2. If I don't the map shows black as yellow (In TB2, not PS).
Anyone know how we're meant to interpret Mip-map preview levels in TB2? In tb1 it made sense that one whole number was one level up/down in mip-map levels, but TB2 allows for decimals? If the decimals are simply levels inbetween mips (So not full steps) is there any practical point to this? It just seems like whole numbers/steps made more sense.
Even loading a 500,000 polygon model takes upwards of 15 seconds. Which is a bummer, since I'd love to use Marmoset for High-poly models as well.
I posted my specs earlier, but here they are again: I've got an intel core i7-2600, 8 gb of ram, and an Nvidia GeForce GTX 550 Ti; running Windows 7, 64 bit.
I loaded a 700mb obj fine (not sure how many million polygons it is, but at least one), and have similar specs to you Joopson. As Bek said, loading can take a bit of time, but once it's loaded things run pretty smooth (some options turn on and off a bit slower than usual though).
Here's a shot of the model (decimated Zbrush hipoly), it's still WIP.
(design by Nivanh Chanthara)
It's only a 95mb file, too.
Edit: Tried again, and gave up after 13 minutes.
Edit Again: Tried FBX, same issue. It just never loads above some arbitrary polygon count.
That sounds really weird, so I tried to do the same to see if I had same issue, but my mesh loaded almost instantly.
However it's not showing the entire wireframe for some reason. Just thought I'd share that.
Pressing RMB to remove light from HDRI image whilst holding LMB crashes Toolbag.
Sorry no ETA yet. We realize this is a priority for you guys so it will be added at some point, likely sooner rather than later.
Layering is not currently supported. Layering with masks to blend between different materials is something we will most likely in future update.
You certainly can have multiple surface types with the current system though. You need to use your albedo, gloss/roughness, specular and normal maps to define the surface types per pixel.
Thanks for the suggestions.
Currently you need to use the skin shader to add a translucency map. Change the diffusion module from Lambertian to Skin to get the skin shader.
This is interesting. Can you give me some more info on this?
What format (cross, long/lat, etc)?
4K total? 4K per-face?
Ive had good luck loading in 10,000x*** or so long/lat panos. Could you send me the file so we can take a look at it as well?
Thanks
Make sure your base geometry is using even, square quads. If you have one quad stretched to that rectangle shape you'll get uneven tessellation.
Manually tessellate the mesh yourself in your 3d app a bit more (add more divisions) if you're hitting the tess max.
If you want to blur only the background, set near blur to 0 and turn far blur up really high. They adjust the focus plan so that your mesh is in front of it. Then adjust the max bokeh size to blur the background.
Not yet, sorry. This will come in an update at some point.
What software are you exporting from?
What file format?
Another user had a similar problem, which was solved by not exporting bi-normals/tangents in FBX format out of Maya.
The color value multiplies onto the texture input. Theres sort of a few ways you can used it:
1. Fixed, color value, no textures
2. Color value to set color, texture input to set depth
3. Texture input to set color and depth (set color to white in this case)
Yes you should be able to do this by using the camera turntable option instead of scene. Change this in the turntable output settings, in Capture -> Settings (CTRL+P).
Thanks for the input!
Sorry this feature is not available in TB2, if there is enough interest we may consider adding it.
Animation is something we plan on putting a lot of work into and releasing as a free update for Toolbag 2. This will be something that happens down the line though, not likely in the near future.
The preset materials are courtey of the nice fellows at quixel.se
The content is scanned from real world materials using an awesome piece of software that they have not released yet. Well have to wait until they launch to talk more about it.
Hehe, its a cool idea indeed.
The Add/DOF bug is known, we just havent had a time to fix it as the add feature was added late in the cycle. Ill look into the SSR issue as well, thanks.
Ok cool, that card should give you very good performance in TB2
Can you get me a copy of that file, or tell me what settings/file format/bit depth youre using out of knald? Thanks
Ok, so everyone who is having issues loading dense files, could you please give me some more information:
What app are you exporting out of?
What file format?
What options (normals, uvs, vert colors, etc)?
Any files you can share to help debug would be great as well.
I can load 5-million or so poly meshes out of Maya 2008 and Mudbox 2012 almost instantly. Some files out of zbrush take a lot longer though. I suspect this has to do with specifically how the files are written.
Yeah, there are some bugs related to tessellation and wireframe display.
Interesting, not getting a crash here (though I do have a newer build). System specs? Does this happen all the time or only sometimes?
Thanks
[Edit] I get this crash in the 2.00 build but not the latest internal build, so it probably got fixed along with some other changes.
If you go to this page: http://www.hdrlabs.com/sibl/archive.html
and download the "Tropical Ruins" pano, the 8K (lat/long) file was making me lag very hard. Also, I'd have to clikc on anything twice just to make it "stick".
Just so you know though, I just tested it on my PC at work and I am NOT getting the same issue. I'm only getting this issue on my PC at home.
edit: Actually, I'm still getting the clicks not sticking bug with 8K. It takes 2 clicks for anything to be selected/pressed.
No problem. Thats for taking the time to reply to me and everyone else. You guys are busting you butts and doing an awesome job. Kudos.
+1
would be great to export Vc from Zbrush
https://dl.dropboxusercontent.com/u/30185090/HighMarmTest1_Joopson.obj (note: it's 62 mb)
I tried loading it, and thought "What if I let it load while I'm out of my apartment?".. I came back 40 minutes later and it had loaded. So things do load, it just takes somewhere between 13 and 40 minutes to do so.
On further testing my earlier numbers were a little optimistic (wrong). A 800k tris model took ~7min to import. During this time taskmanager showed toolbag having no significant memory/disk usage, but 25% cpu usage (so 100% of one core).
This was an FBX from modo with UV's. An OBJ took a similar amount of time. Collada didn't even load (nothing would happen). If I delete the UV's, it still takes a long time. Saving as 2010 fbx in ASCII format didn't seem to change anything, nor did triangulating before export.
FBX export settings were save geometry, materials, morph maps, edge smoothing, animation. Interestingly enough if I disable save materials, the export will fail.
Here's the mesh I was testing with. (13mb)
For the Knald stuff:
I was exporting as 8bit TGA. Here's a TGA from knald that looks fine in PS but wrong in TB2 (until re-saved through PS).
edit: Found a crash: If you have an image's options open in tb2, and then open a new scene, the options for the image isn't automatically closed. If you press Okay on the option window, tb2 will crash.
Ah sorry about that i did't see it thanks.
Alright i'll try that thanks a lot.
Soon.