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Marmoset Toolbag 2.03 with DOTA 2 shader support is officially out

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Here it is folks, the 2.03 update to Marmoset Toolbag 2, adding DOTA 2 shader support along with a few other features and bug fixes.

http://www.marmoset.co/toolbag - download the trial there or launch the app to get the auto-update.

Heres a quick video rundown as well: http://vimeo.com/87235066

Note: Some stuff has been added since this video was recorded, like direct VMT file loading.

Feel free to post any questions, thoughts, feedback, and work that you guys create with this here. Feedback etc can also be posted in the main thread: http://www.polycount.com/forum/showthread.php?t=128766

Replies

  • Snowstorm
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    Snowstorm polycounter lvl 5
    IT'S UPGRADE TIME
  • BrontoThunder
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    BrontoThunder polycounter lvl 13
    Thank you very much for this.
  • Reyne
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    Reyne polycounter lvl 6
    Awesome.

    Thank you!
  • MagnoHusein
    1383941737835.jpg

    Now I have to buy this.
  • LRoy
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    LRoy polycounter lvl 14
  • Boonta
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    Boonta polycounter lvl 13
    ^ hhahaa this!

    Nice work! thanks again Marmo guys!
  • EarthQuake
    If anyone has an issue with the DOTA 2 preset not showing up in the preset list after doing an auto-update, try an uninstall and install fresh with the file on the site here: http://www.marmoset.co/toolbag/store
  • Reyne
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    Reyne polycounter lvl 6
    I was just about to mention that issue. Thanks for addressing it so quickly.
  • heboltz3
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    heboltz3 polycounter lvl 9
    EQ!!! Thank you so much, very very awesome!!!
  • hopgood
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    hopgood polycounter lvl 12
    Amazing work, glad to support Marmoset from 1.0. Just in time for finishing a new set too.
  • Nannou
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    Nannou polycounter lvl 5
    Thank you! Works perfect.
  • David-J
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    David-J polycounter lvl 11
  • Vextrakt
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    Vextrakt polycounter lvl 6
    Aaaaand purchased.
  • TrevorJ
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    TrevorJ polycounter lvl 14
    yeah i was on the fence for mt2, mostly cause of funds, but this definitely sold me. Thanks again for this.
  • Lucas Annunziata
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    Lucas Annunziata polycounter lvl 14
    Oh yeaaah! I've been meaning to upgrade for a while and this tipped me over the edge. I can't wait for the .vmt importing. Thanks!
  • Reza
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    Reza polycounter lvl 3
    AWESOME!
    I think if there is a radiant/dire 360 background image it will be much better.
    P.S. We should tell valve to include VMT files in the workshop files.
  • Paskie
    Buying upgrade today!
  • Shock
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    Shock polycounter lvl 5
    i think u can turn the specular down if u pull the specular bar down
  • Nannou
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    Nannou polycounter lvl 5
    Did you check the VMT for the head slot or the hero?
  • pior
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    pior grand marshal polycounter
    Looking great, can't wait to try it out !!
  • Nannou
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    Nannou polycounter lvl 5
    MdK wrote: »
    Yes, the VMT is there next to the Marmoset screenshot.

    I mean which VMT do you get the numbers from? Looks like you use wraith_king_shape.vmt, and not wraith_king.vtm. The numbers are different. Also the lights affect the shading, so you might want to try with different settings.
  • Hudston
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    Hudston polycounter lvl 10
    Now, where did I put my wallet..?
  • praetus
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    praetus interpolator
    just convert the codes to 0-255 scale. If the number is over one, compare them as a whole. Some wraith King stuff is listed as [ 1 4 1 ] which coverts to 65,255,65 and gives you that nice green hue he uses.
  • praetus
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    praetus interpolator
    [255,204,204]

    Just hit the numbers on a calculator. 255*.8=204. This works well for numbers under a value of 1 or floating point stuff. If the values are over 1 (as in the case with [1 4 1]) use something like this. 255/4=63.75 which I rounded to 64 (when I put it into marmoset it put it as 65, though I don't know why. It's close enough, anyways.) I took this number and multiplied it against the other values. In this case they were both 1 so it was easy.

    If the numbers were say [ 1 4 3] as an example I would say 255/4 (as it is the highest number)=63.75. 63.75 * 1 = 63.75. In that vein 63.75 * 3 = 191.25 which I would round to an even 190 for ease. Your input would be [65 255 190].

    At least this is what I would do. Who knows I could be wrong. Earthquake, can you verify this?
  • EarthQuake
    MdK wrote: »
    Hey guys, I've just downloaded the trial of this and I'm having some issues with the vmt codes. They all seem to be way off. This is my Wraith King Hood, set to the settings from the vmt file. Alsoi the colour codes in the vmt's do not seem to be in a format that can be input to Marmoset.

    ypmx4UO.jpg

    As you can see, the gemstone is fully white and the specular appears to be quite a lot higher than it should be.

    I'm sure it';s more than likely I have just done something wrong somewhere but if you guys could shed some light that would be great.

    Thanks for a the feedback, a few things:

    A. Your specular color setting in the VMT file is commented out (//) so that will not load, if you remove the comments that should come through.
    B. Can you post the same model in game or in the valve model viewer? Its hard to really tell if the settings are correct or not without some frame of reference.
    C. A specular multiply of 19 is a very high value, so its not particularly surprising that the reflection appears very bright. Is this based off of an existing character? If so, how does that character appear with it's default content loaded?
    D. It looks like the rim light color isn't coming through, but it should, can you get me a copy of this content (the VMT file and all the textures) so we can test the loading on our end?

    praetus' math for converting basic spec color values like [1 0.8 0.8] is correct.

    For values like [1 4 1] its more complex as this is actually an HDR color value and hdr values can't be entered directly into the color picker. Here's an in-depth explanation on the conversion from Jeff.
    Jeff Russell: so, if you have the case as we do many times in dota land that you have a color (RGB) and a scale (X), then if RGB comes in as hdr i adjust it by simply finding the biggest of R,G,B and dividing that number into the RGB values, then multiplying the scale by that number as well to preserve brightness
    Jeff Russell: so for example:
    Jeff Russell: RGB = 1 2 3, scale = 4
    Jeff Russell: becomes
    Jeff Russell: RGB = .333 .666 1.0, scale = 12
    Jeff Russell: this however should be automatic in the loading process, unless there's a bug

    Hope this helps.
  • Sugus
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    Sugus polycounter lvl 7
    Damn this is awesome! Time to update :D
  • MichaelF
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    MichaelF polycounter lvl 11
    This is sick! i don't have any Dota2 stuff done, but i have a old project using Dota2 shader, which i tried in tb2:
    ToolbagRender.png
    (hope the picture works)
  • mrpresident
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    mrpresident polycounter lvl 10
    Whelp, I'm no longer on the fence.

    Bought.

    Fantastic job guys.
  • Shock
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    Shock polycounter lvl 5
    looks like the alpha transparency feature is not working correct

    alphacheck.jpg
  • EarthQuake
    Shock wrote: »
    looks like the alpha transparency feature is not working correct

    alphacheck.jpg

    So two things:
    First off, you need to add a transparency type to the transparency module, you probably want cutout in this case. Click the dropdown on the right corner to pick the type.

    Secondly, it looks like you have "Alpha from normal map" checked, which means the shader pulls the alpha out of the normal map alpha. Turn that off if you want to use the diffuse alpha.
  • FAT_CAP
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    FAT_CAP polycounter lvl 18
    Hey Earthquake - I've just grabbed the latest update and am being really dumb.

    You mention that the newest version has direct .VMT loading but I can't find where to do this anywhere, and it's not covered in the tutorial/ overview video. Where's it hidden?
  • LRoy
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    LRoy polycounter lvl 14
    FAT_CAP wrote: »
    Hey Earthquake - I've just grabbed the latest update and am being really dumb.

    You mention that the newest version has direct .VMT loading but I can't find where to do this anywhere, and it's not covered in the tutorial/ overview video. Where's it hidden?

    this was just answered for me. if you click the dropdown menu where you select the dota 2 template, hit import and you can load it there.
  • FAT_CAP
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    FAT_CAP polycounter lvl 18
    LRoy wrote: »
    this was just answered for me. if you click the dropdown menu where you select the dota 2 template, hit import and you can load it there.

    Ah - yep your right. Thanks for the pointer - I'd never have found it looking there :)
  • bpgoll
    Thank you very much for this.

    Awesome :)
  • katzeimsack
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    katzeimsack polycounter lvl 18
    Awesome :)

    Any plans for supporting animation? Quite important for Dota presentations, especially couriers.
  • bounchfx
    so I'm probably really dumb, I know sRGB is good for Albedo, but, not for normal map? I don't really understand it.

    Anyway, my question is, what about mask 1 and 2? should they have sRGB ticked? I feel like a complete idiot for not being able to tell, but... the results aren't obvious. In the meantime I'll just do what happens to look better at the time, but it would be cool to know what's accurate.
  • belkun
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    belkun polycounter lvl 7
    @bounchfx

    Here's a post from EarthQuake on the Marmoset 2 thread:
    EarthQuake wrote: »
    sRGB color space = gamma space
    sRGB off = linear space

    Normal maps should always be linear space, and gloss/roughness maps tend to be linear space as well. So these both default to linear space.
    Diffuse/albedo and specular maps tend to be sRGB/gamma space, so they default to sRGB, but may be linear space depending on your exact workflow, which is why it is an optional per-texture setting.

    Not sure about the masks. I'd love to hear some more info about them.
  • pior
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    pior grand marshal polycounter
    Yeah ... If anything, I'd say that the Dota-specific shader should probably not have any options at all when it comes to the color space of input maps. It should just accept input maps "just like the game", so to speak...
  • bounchfx
    pior wrote: »
    Yeah ... If anything, I'd say that the Dota-specific shader should probably not have any options at all when it comes to the color space of input maps. It should just accept input maps "just like the game", so to speak...

    Agreed. Great idea.
  • Tvidotto
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    Tvidotto polycounter lvl 9
    Looking preety accurate to me
    7LrTr.jpg
    Im just missing the intensity of the rimlight, maybe is an option that i didnt find yet. here is the same render with the green channed of the mask 2 turned off on marmoset
    7LrVP.jpg

    also the rimlight is a little blue in dota, here is the blue version with a little less brightness on the hdri (because puush messes a little with the colors)
    7Ls2l.jpg


    Gotta say that i wasnt expecting that great result with that small time. amazing work guys
  • belkun
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    belkun polycounter lvl 7
    Nice comparisons Tvidotto! What sky were you using on Marmoset for the shots?
  • Tvidotto
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    Tvidotto polycounter lvl 9
    belkun wrote: »
    Nice comparisons Tvidotto! What sky were you using on Marmoset for the shots?

    i think it was the one with a road

    also started playing a little more with the render. the option to use occlusion on the dota shader is great, you guys have no idea how i wanted that on SFM =]

    I made some changes on photoshop but not much, also the feature of save and open the file is great. everything worked pretty fast

    IiWx6Dp.jpg
  • Spudnik
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    Spudnik polycounter lvl 11
    So, maybe I'm missing something, but I'm getting hard edges on UV seams when my normals in Maya are all soft... any ideas ?
  • TrevorJ
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    TrevorJ polycounter lvl 14
    @spudnik. I had that as well, You'll have to play with flipping the green channel option box in marmoset. Also try .obj, instead of .fbx. Also check your normal export options when you do export that obj. Make sure normals is on.
  • Andyk125
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    Andyk125 polycounter lvl 4
    Well now I need to start buying this for sure!
  • Andaya
    Hi all,

    I know these will be stupid questions for most of you, but I am far from being up to date when it´s time to talk about realtime tools. I have tons of doubts I try to solve using polycount wiki or watching useful threads, but in this case this program is totally unknown to me, so I need to know whats the main utility of using Marmoset toolbag...It is "only" a realtime renderer?, It is the best way to test your models rather than using the appropriate engine for which the content was created?,Which are the main utilities that Toolbag offers when referring to a real time workflow?

    Thanks in advance.
  • Reyne
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    Reyne polycounter lvl 6
    Marmoset toolbag is widely used to get mealtime renders of art for presentation. (great for portfolios and the like). It has recently had these updates to support a dota 2 like shader so that presentation shots can be made more marketing material.
  • Andaya
    Reyne wrote: »
    Marmoset toolbag is widely used to get mealtime renders of art for presentation. (great for portfolios and the like). It has recently had these updates to support a dota 2 like shader so that presentation shots can be made more marketing material.

    Hey Reyne, thanks for your quick response!

    As I expected it´s a realtime rendered for portfolio art presentations. But I am totally intrigued why people prefer Toolbag for that purpose instead of using their favorite engine.
  • Snowstorm
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    Snowstorm polycounter lvl 5
    Andaya wrote: »
    Hey Reyne, thanks for your quick response!

    As I expected it´s a realtime rendered for portfolio art presentations. But I am totally intrigued why people prefer Toolbag for that purpose instead of using their favorite engine.

    Because marmoset produces really high quality images and turntables with good lighting and anti-aliasing instantly, all without having to set up and import it into an engine. It offers important effects like depth of field as well, good implementations of which game engines don't typically offer. The difference between marmoset and how most models look in-game is clear as night and day.

    There are of course others who prefer to use source filmmaker, Xoliulshader, the 3ds max/maya viewport Dota 2 shaders etc for presentation shots as well.
  • Andaya
    Thanks Snowstorm, You have clarified all my doubts
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