Hey!
Was busy with work so marmoset was sitting idol for a couple of days but now I got to it rendered one of my old models that i never finish AND FUCK ME I LOVE MARMOSET 2...
and i'm still getting some sharp highlight crashing on my lip like the eye issue others had.
Oh and is it possible to have Light linking so a light would only effect specific objects and not universally cause that would be amazing!!!
Thx for your answer.
Sorry but I dont get the result that I would like to have in the turntable, after testing all possibilities. Maybe I was bit unclear. Lets say I place a light on the left of my character on a pedestal. Shadow is casted to the right. I would like to have a turntable anim in which my objects rotate but the shadow is always casted to the right.
Hope I was clear
Thx
Bug: earlier today had transform gizmo bug, I saw a while ago posted by somebody in beta thread. When you rotate model a bit using gizmo, and after imputing correct rotation into the transform section, causing model to spaz in the wrong direction. Though my geometry is not a "child" of any other object in the scene. I tried to force unparent it (though as I said its not really parented to anything) geometry will show actual rotation I have done to it before. So it seems like geometry acting as if there is a hidden parent that screws up the rotation.
Suggestion: "Open Recent" button under "Open Scene".
Any chance of getting a duplicate mesh option? I know you can reimport a duplicate and move it. But ugghh so lazy. Be nice to duplicate a mesh if you want to show multiple angles at once.
Any chance of getting a duplicate mesh option? I know you can reimport a duplicate and move it. But ugghh so lazy. Be nice to duplicate a mesh if you want to show multiple angles at once.
This. Especially for us environment artists with instancing workflows. A nice hotkey for it would be sweet too (CTRL+D or ALT+Drag would be especially convenient.)
I am really new to PBR and I was wondering, do we still need to "neutralise" albedo (diffuse) textures with inverted hue specular for non metals? Or is that now thing of the past?
Not sure if this has been answered, but is it planned in the future to have the ability to import camera animations from max and maya? Would be great for those that are planning a environment.
We’ve released a patch to fix some of the early issues that people have been experiencing. Crashing with older video cards has been fixed, z-fighting issues have been reduced, Mac installer errors have been resolved and a few other minor glitches have been taken care of.
If you had trouble installing 2.00, please download the 2.01 installer and try again. For everyone else, Toolbag should give you a prompt to update to the new build.
Double sided is now in as well, it has been added as a mesh attribute. Uncheck Cull Back Faces in the per-mesh properties to get double sided meshes.
one issue related to single sided meshes is that the shadows still seem to only cast from back faces, it seems like it should be the other way though. is this a bug or by design ?
btw, if possible it would be great to expose some settings for contact refinement shadows. things like tolerance bias, quality, blurring, etc.
i also put your scale cube in there just to make sure.
how's it look if you duplicate & flip the faces on the single sided mesh?
that would be the same as the other cylinder in the scene, which as you can see is casting proper shadow since it is manually double sided (well shell to be more accurate)
but, doing that basically defeats the purpose of double sided rendering and also often causes self shadowing which can be another headache.
finally we have backface culling now i can see my hair lool
i still find my self using the skin shader for a lot of stuff like the hat, hair and eyes but now the secondary reflection really helps out with the hair cards i can get that nice anysotropic spec coming trough
EDIT:
since the update i am getting this weird clipping that shows up depending on the distance and angle
That seems like a bug in itself, no? The inner faces shouldn't be casting shadows onto the front faces that are facing the light.
it does look like a bug.
also, notice how the backfaces are darkened when cast shadow is on. with shadows off, both front faces and back faces render with same lighting but with shadows on, the back faces seem to self shadow as well.
if someone else can download the test files i posted and see if this is not a GPU specific issue that would be great.
The mesh itself is mirrored horizontally (top and half parts), so it's really weird that the issue happens like that. Here's how it looks if I turn the "scale and bias" tick off, it makes the issue much easier to tell:
The mesh itself doesn't have any edges around those areas so it's quite confusing. I checked the normals on the mesh, but they're fine too. Any suggestions? If it's not a common issue, I can post more stuff to help identify the problem. This is the normal map applied to that area:
pior : thanks man i am glad you like it i try my best to get good results with hair since i hate laying out the cards so might has well get the bang for the buck :P in case you want to know i use the skin shader on it with the subdermal slider set to 1.5 i think but it depends heavily on specifics of the hair and the color, i also use the secondary anysotropic reflection so i can have more places where the gloss is showing.
Rikk The Gaijin: thanks sure but kinda scared since they are not that clean, there is some intersection here and there. i also show the difuse if someone wants to have a look, i hope that helps
Oh, they are planes! They look very good, I thought they where actual hair geometry. Nice job!
Are you using a normal map to light them up? The specular looks very good, you don't see the plane geometry, how did you setup the shader?
Yay! Fixed the issues with the metallic pipe I had posted on my last page. It wasn't Marmoset's fault. For some reason some of my UVs were flipped and I didn't notice. I fixed it and now the pipe is looking right.
Rikk The Gaijin: i am using a normal map but whats getting that nice shading is really the anysotropic reflection i have both the main reflection and secondary reflection ad anysotropic with diferent anysotropic direction so i can get more spec in different places and the refraction shift is tweaked as well, i also have the hair set as a skin shader with the subdermal at 1.5 but it depends on the effect you are looking for, the shadows are also blurried so it doesnt look like planes.
You should just be able to click on the little eye icon in the Scene tab and turn things off, unless I'm not understanding what you're talking about.
Oh sorry, meant turn off the Light-Icon. It's actually really bad having those icons not toggable... especially when you are going in and doing small lights to accent certain spots and then you scroll out the light covers the whole thing.
Yay! Fixed the issues with the metallic pipe I had posted on my last page. It wasn't Marmoset's fault. For some reason some of my UVs were flipped and I didn't notice. I fixed it and now the pipe is looking right.
How do you guys get such perfect looking renders? Can you show your material/texture sheets? I'm still a bit weary on how Marm2 does this whole gloss/spec thing.
i'm trying to figure out what is going on with my scene. i'm getting a blue tint to my character as i turn up the subdermis scatter value. there is no subdermis map plugged in either. is this how it is supposed to function?
the images on the left have a subdermis value of 0, while the ones on the right have a value of 1, notice how the overall gray moves towards a greenish / blue. the thing is that this only occurs with a bright and saturated subdermis color like 255,0,0. if i drop it down to 180,0,0 the gray starts to come back in and look more normal. Bug?
Rikk The Gaijin: i am using a normal map but whats getting that nice shading is really the anysotropic reflection i have both the main reflection and secondary reflection ad anysotropic with diferent anysotropic direction so i can get more spec in different places and the refraction shift is tweaked as well, i also have the hair set as a skin shader with the subdermal at 1.5 but it depends on the effect you are looking for, the shadows are also blurried so it doesnt look like planes.
Thanks for the info, I also use the skin for thing other than skin, it has some nice properties.
Cheers!
i'm trying to figure out what is going on with my scene. i'm getting a blue tint to my character as i turn up the subdermis scatter value. there is no subdermis map plugged in either. is this how it is supposed to function?
the images on the left have a subdermis value of 0, while the ones on the right have a value of 1, notice how the overall gray moves towards a greenish / blue. the thing is that this only occurs with a bright and saturated subdermis color like 255,0,0. if i drop it down to 180,0,0 the gray starts to come back in and look more normal. Bug?
This is due to energy conservation in the scattering. Basically, when you set your skin to scatter red light more than green and blue, the red light gets blurred out farther but also appears dimmer as a consequence. The red component of light energy is spread out evenly across a wider area where as not-red light, green + blue, is narrowly concentrated. The result is, at the fringes of light hitting a surface you'll see scattered, subdermis-color light, but in the middle you'll see more of white minus subdermis color.
This effect looks more alarming with a white or grey model. Once you put a peachy skin tone in the albedo, it will actually "absorb" and neutralize some of that cyan tint. It does make the subdermis map a little unruly to work with at first.
You'll notice this effect if you enable energy conservation with specular color as well. Specular color will tint the diffuse color response in an inverse-color fashion.
I was thinking that it could be a good idea to prompt the user to send a crash log after the crash occurs, like how autodesk does?
Perhaps i'm being lazy but I think it would be better to have the sky background toggle to reside within the scene hierarchy tab when you select the sky?
Hum I think I misexplain what I wanted to mean : I know where to load the vector displacement but what I mean is that I'm trying to set up from zbrush for to get a perfect vector displacement for marmoset.... Which mean I'm trying to get these perfect sphere stuff...
Testing it out, just like everyone else. I REALLY like the Similar Color feature, its a great way to get some interesting colors once you get to a value you like.
JK! The tessellation is great!
But, before you ask; I was making a simple scene with cracked dirt floor... Loaded diffuse map, normal and height map, and happened to switch to a capsule/cylinder mesh and make it glossy... and this happened lolol
Great program, just jumping in for the first minute tells me that a lot has changed from the 1.1. Just one thing: are all the UV seams automatically 'split'? I didn't notice seam problems from 1.10, and I didn't harden the UV seams before: is it normal to harden the seams? Forgive my lack of knowledge in this matter.
Replies
Was busy with work so marmoset was sitting idol for a couple of days but now I got to it rendered one of my old models that i never finish AND FUCK ME I LOVE MARMOSET 2...
and i'm still getting some sharp highlight crashing on my lip like the eye issue others had.
Oh and is it possible to have Light linking so a light would only effect specific objects and not universally cause that would be amazing!!!
Dammit I really need to upgrade my pos laptop.
Sorry but I dont get the result that I would like to have in the turntable, after testing all possibilities. Maybe I was bit unclear. Lets say I place a light on the left of my character on a pedestal. Shadow is casted to the right. I would like to have a turntable anim in which my objects rotate but the shadow is always casted to the right.
Hope I was clear
Thx
Suggestion: "Open Recent" button under "Open Scene".
Thank you!
This. Especially for us environment artists with instancing workflows. A nice hotkey for it would be sweet too (CTRL+D or ALT+Drag would be especially convenient.)
I just discover the second reflection parameters, specially useful to give a oil layer to an skin shader. Still working in a good eyes shader
We’ve released a patch to fix some of the early issues that people have been experiencing. Crashing with older video cards has been fixed, z-fighting issues have been reduced, Mac installer errors have been resolved and a few other minor glitches have been taken care of.
If you had trouble installing 2.00, please download the 2.01 installer and try again. For everyone else, Toolbag should give you a prompt to update to the new build.
Double sided is now in as well, it has been added as a mesh attribute. Uncheck Cull Back Faces in the per-mesh properties to get double sided meshes.
one issue related to single sided meshes is that the shadows still seem to only cast from back faces, it seems like it should be the other way though. is this a bug or by design ?
btw, if possible it would be great to expose some settings for contact refinement shadows. things like tolerance bias, quality, blurring, etc.
i also put your scale cube in there just to make sure.
download test scene here:
https://dl.dropboxusercontent.com/u/13288045/shadows.rar
that would be the same as the other cylinder in the scene, which as you can see is casting proper shadow since it is manually double sided (well shell to be more accurate)
but, doing that basically defeats the purpose of double sided rendering and also often causes self shadowing which can be another headache.
notice how the cylinder with manually duplicated faces catches self-shadow and is darker.
download test scene+obj here:
https://dl.dropboxusercontent.com/u/13288045/cull_shadow_test.rar
i still find my self using the skin shader for a lot of stuff like the hat, hair and eyes but now the secondary reflection really helps out with the hair cards i can get that nice anysotropic spec coming trough
EDIT:
since the update i am getting this weird clipping that shows up depending on the distance and angle
it does look like a bug.
also, notice how the backfaces are darkened when cast shadow is on. with shadows off, both front faces and back faces render with same lighting but with shadows on, the back faces seem to self shadow as well.
if someone else can download the test files i posted and see if this is not a GPU specific issue that would be great.
The mesh itself is mirrored horizontally (top and half parts), so it's really weird that the issue happens like that. Here's how it looks if I turn the "scale and bias" tick off, it makes the issue much easier to tell:
The mesh itself doesn't have any edges around those areas so it's quite confusing. I checked the normals on the mesh, but they're fine too. Any suggestions? If it's not a common issue, I can post more stuff to help identify the problem. This is the normal map applied to that area:
Happens the same exact way on my set up.
Now just give an option to disable lights and I'll shuttup for a while... Thanks team!
You should just be able to click on the little eye icon in the Scene tab and turn things off, unless I'm not understanding what you're talking about.
Rikk The Gaijin: thanks sure but kinda scared since they are not that clean, there is some intersection here and there. i also show the difuse if someone wants to have a look, i hope that helps
Are you using a normal map to light them up? The specular looks very good, you don't see the plane geometry, how did you setup the shader?
Playing with some HP rendering. It's so cool!
Oh sorry, meant turn off the Light-Icon. It's actually really bad having those icons not toggable... especially when you are going in and doing small lights to accent certain spots and then you scroll out the light covers the whole thing.
How do you guys get such perfect looking renders? Can you show your material/texture sheets? I'm still a bit weary on how Marm2 does this whole gloss/spec thing.
EDIT i'm an idiot and got confused. it's right there...
the images on the left have a subdermis value of 0, while the ones on the right have a value of 1, notice how the overall gray moves towards a greenish / blue. the thing is that this only occurs with a bright and saturated subdermis color like 255,0,0. if i drop it down to 180,0,0 the gray starts to come back in and look more normal. Bug?
Thanks for the info, I also use the skin for thing other than skin, it has some nice properties.
Cheers!
This is due to energy conservation in the scattering. Basically, when you set your skin to scatter red light more than green and blue, the red light gets blurred out farther but also appears dimmer as a consequence. The red component of light energy is spread out evenly across a wider area where as not-red light, green + blue, is narrowly concentrated. The result is, at the fringes of light hitting a surface you'll see scattered, subdermis-color light, but in the middle you'll see more of white minus subdermis color.
This effect looks more alarming with a white or grey model. Once you put a peachy skin tone in the albedo, it will actually "absorb" and neutralize some of that cyan tint. It does make the subdermis map a little unruly to work with at first.
You'll notice this effect if you enable energy conservation with specular color as well. Specular color will tint the diffuse color response in an inverse-color fashion.
MATEBA !! Hell yeah
Thank you for the breakdown shot Az ! I cannot wait to try it out soon
Is ther any information about vector displacement done from zbrush to marmoset 2.01 ? Because i'm trying to test it out ^^;
Seems like thats what you are after.
Perhaps i'm being lazy but I think it would be better to have the sky background toggle to reside within the scene hierarchy tab when you select the sky?
Hum I think I misexplain what I wanted to mean : I know where to load the vector displacement but what I mean is that I'm trying to set up from zbrush for to get a perfect vector displacement for marmoset.... Which mean I'm trying to get these perfect sphere stuff...
Have you guys thought of the turntable stuff?
JK! The tessellation is great!
But, before you ask; I was making a simple scene with cracked dirt floor... Loaded diffuse map, normal and height map, and happened to switch to a capsule/cylinder mesh and make it glossy... and this happened lolol