I am having this very annoying issue regarding Alpha's in Marmoset Toolbag 2 on PC. I have been working on a project using both Mac and PC versions of Marmoset. The issue is that on PC I am getting a thickening, white border around the alpha. On Mac I have no such issue. I took a side by side of the same texture loaded into the Albedo slot in Marmoset. The one on the right is Mac, left is PC. Any advice on why this is happening and how I can solve it? The textures have not changed. Thanks.
I am having this very annoying issue regarding Alpha's in Marmoset Toolbag 2 on PC. I have been working on a project using both Mac and PC versions of Marmoset. The issue is that on PC I am getting a thickening, white border around the alpha. On Mac I have no such issue. I took a side by side of the same texture loaded into the Albedo slot in Marmoset. The one on the right is Mac, left is PC. Any advice on why this is happening and how I can solve it? The textures have not changed. Thanks.
Thats very interesting, could you upload your scene along with the texture in question so I can take a look?
In my other thread regarding this issue I got some good advice, and Axi5 mentioned you as a go to guy. I did solve this issue by premultiplying the alpha in GIMP. Now the white border is gone on PC and it matches the Mac. I can try to upload it later if you still want to take a look. Thanks.
How is the png and tiff format supported in Toolbag 2 ? I'm doing some tests currently and I get very strange renders with a 16bits png (as if it was in 8bits) and with a tiff 16/32 bits (totally broken).
Hello, I've just purchased Toolbag 2 and paid with Paypal. The website says the order is completed. I'm just wondering how long it'll be before my Marmoset stops saying the trail has expired? I've tried changing the email and changing it back to the one I used to purchase.
Hello, I've just purchased Toolbag 2 and paid with Paypal. The website says the order is completed. I'm just wondering how long it'll be before my Marmoset stops saying the trail has expired? I've tried changing the email and changing it back to the one I used to purchase.
Hello, the license should transfer immediately. Please contact support@marmoset.co if you're still having problems and Mark will sort you out. Thanks!
I am fiddling around with how to name Substance outputs properly, so that the resulting textures are placed accordingly in Marmoset.
Anyone knows, if there is a list somewhere with what to name how for Substance + Marmoset?
Currently, my output called "fuzz" ends up in the "albedo" slot, while the fuzz slot stays unmapped...
Sorry we do not have any official documentation for the supported map types at this time. For any maps which fail to load, you will need to export a standard image format like .tga and hook those up manually.
Please let me know if there are some typical map types that you require support for and we will consider adding that in a future update, thanks!
Please let me know if there are some typical map types that you require support for and we will consider adding that in a future update, thanks!
The easiest way would be to name the substance outputs accordingly to the available Marmoset inputs.
So if someone sets up a substance, he/she just has to look, how the maps are called in Marmoset and name the Substance outputs exactly the same.
For example, if I create a Fuzz output in Substance Designer, it really would make sense that this output is then mapped to Fuzz in Marmoset.
I want to emphasize, that Substances are wonderful to use, polish and tweak values, and at the moment Marmoset is a bit of a partykiller
The easiest way would be to name the substance outputs accordingly to the available Marmoset inputs.
Rather than the texture name, it should be based on the "usage" field of the output. That's how automapping is done in most other software were the Substance engine is integrated.
Rather than the texture name, it should be based on the "usage" field of the output. That's how automapping is done in most other software were the Substance engine is integrated.
that´s just what I meant
in my case, a substance output is named after the usage
"Cannot connect to the licensing server. Please ensure that your Internet connection is working properly and re-launch Marmoset Toolbag."
Is anyone else having this issue? And yes I did buy my copy of Marmoset.
There haven't been any server outages or anything like that that we are aware of, sometimes this can be a local connection issue, or a problem with recently changed firewall settings or something like that. If the problem persists, please contact support@marmoset.co
Hm, I fixed it by typing in my email, then I got an email asking me if I wanted to transfer my license... Here's what the email said:
An unregistered computer ("[my computer's name]") is attempting to activate Marmoset Toolbag using your account ([my email address]). If you wish to allow this, please follow the link below to transfer licensing from a previously authorized computer:
Click to Transfer License
When I went through with the transfer, it sent my browser to a page where it confirmed the transfer from [my computer's name] to [my computer's name]. Yes, it said the same name twice. So basically from my computer to my computer. I'm not sure exactly what's going on.
I'm having a hard time figuring out alphas. This is the result I'm getting right now, any suggestions on what I need to change would be really helpful. I'm sure I'm doing something wrong, but I can't find a tutorial showing exactly what is the right settings.
Is it at all possible to have an invisible/hidden object still receive shadows?
Basically i need to have an object in a scene cast shadows onto the floor. But i need the floor itself to be invisible.
The object and the shadows it casts need to be rendered out as PNGs with a transparent background so a series of background images can then be composited in at a later time.
So, i am surprised I am having this issues as I have been using marmoset 1 and 2 for some time now. I have a mirrored asset that i baked out of xnormal to get the normal map. When I baked, I moved half the UVs 1 unit over. When I import my obj, I usually move the UVs back to being overlapping in marmoset. Then I click the "xnormal" portion under the mesh properties and my mirroring normal map usually works flawlessly. For some reason on the current asset, i'm getting a seam. I tried a test of having 1 head with overlapping UVs and the other with half the UVs 1 unit over but both have the same seam. I tried increasing my border padding to see if the mipping was causing the seam, still no luck. I'm just not sure what the issue is. I use maya for my original obj exports and xnormal to bake. any help would be much appreciated...
Interesting, that was an issue in TB1 but should be solved in TB2. Some suggestions:
1. Make sure the mesh is triangulated, a mesh with quads/triangles means TB decides the triangulation, which may differ from max/xn.
2. Make sure you've offset the uvs exactly one unit. 0.97 units or so may cause errors.
At the end of the day, there isn't any reason to move the uvs back. The only exception there would be if your engine doesn't support uvs outside the 0-1 space, but I don't know a single modern engine that does. Also, sticking with one uv layout and one mesh will simplify your workflow. No need to go back, edit uvs, re-export, etc.
How to make a light source from the Emissive? It doesn't shine at all.
And why glass in the bulb isn't visible? I applied other material to show object.
A few issues I'm having with vector displacement maps in 2.06
1) Meshes using vector displacement maps (tangent space or world space) render/shade incorrectly. In the screenshot below, both meshes are using the same exact default marmoset material. The only difference is the one on the left is using a vector displacement map. The one on the right is just the decimated mesh out of zbrush (no vector displacement map). You can see the mesh on the left looks very strange with it's shading/highlights all out of wack. Changing the meshes tangent space in Marmoset doesn't have any effect here either.
2) Meshes that are comprised of multiple sub elements do not tessellate in unison. Only one of the sub elements will tessellate. This happens with regular displacement maps too. See video
1. You need to use a normal map in addition to a displacement map in TB2. The reason for this is that the normals are not re-normalized after sub-division is applied.
2. This is expected behavior, larger faces will tesselate before smaller faces with standard realtime tessellation algorithms.
You are correct on both accounts, a normal map fixed my first issue and the tessellation was resolved as well by just cranking up the slider a bit more.
Should we divide UV sets depending on which type of shader we'll use? Example: I have a (human) head with two (bone) horns.
Normally I'd try to fit in a UV set both the head and horns, but in TB2 should I divide it into two sets? That way we can apply the Skin shader for the head, and w/e else shader to the horns? Isn't there a way to mask or blend two shaders together so that we can use more UV space?
Should we divide UV sets depending on which type of shader we'll use? Example: I have a (human) head with two (bone) horns.
Normally I'd try to fit in a UV set both the head and horns, but in TB2 should I divide it into two sets? That way we can apply the Skin shader for the head, and w/e else shader to the horns? Isn't there a way to mask or blend two shaders together so that we can use more UV space?
How you set up your uvs is entirely up to you. There is no need to use two uv sets/texture maps if you want to use two separate shaders. There are a few ways to use the skin shader:
1. The simpliest is split each section off as a separate object and apply a unique material to each.
2. In 207, material ids/sub-object polygonal material selection will be supported as well, the 207 update will be out soon.
3. You can use 1 material and use the alpha map of of the subdermis map to mask skin and non skin elements. Use white for skin and black for standard.
3. You can use 1 material and use the alpha map of of the subdermis map to mask skin and non skin elements. Use white for skin and black for standard.
1-In your character setup video, you said that a value of 0 for Subdermis Scatter essentially negates all Subdermis changes and acts like a Lambertian shader. Does masking there also apply to the rest of the parameters of the Skin shader? (Translucency, Fuzz)
2-What if we wanted to mix say Microfiber & Skin in the same UV set? Wait for 2.07's material ids?
2.07 can't come soon enough, you guys are doing amazing work.
If you mask areas in the subdermis alpha channel, that turns off subdermis scattering, normal smoothing and show blur, but it shouldn't mask fuzz. You can mask fuzz where needed with the fuzz map.
I just sent a mail to the support but will post here just in case.
I used to have a license and an account on your site for toolbag 2, since yesterday and can't connect to it, same on your website
I purchased a license while toolbag 2 was still in beta, but now I can't even login on your site, email not registered
I'm a bit concerned since I use marmo for all my work, and was ready to change my site with the viewer export features, which I think is game changing for showing your work
Hi, if you purchased while we were in beta, you do not have nor do you need an account on our website. The account system was something that we added more recently, which is needed for our other products like Skyshop and the Pano pack.
All you need to do for Toolbag is to download the installer here: http://www.marmoset.co/shop/tb2 and enter the email address that you used when you originally purchased Toolbag 2. If you're installing on a new machine, you will get an email (to the same email account you entered) with a link to click to swap the license. It's as easy as that, no need to log in or anything like that.
If you don't have access to the email account you used when you purchased, or if you're not getting the email (be sure to check your spam folder) send a follow up email to support@marmoset.co letting us know and we'll sort you out there.
I tried to use my adress but it still doesn't work Which is weird, since I used to transfer my license between my main rig and my laptopt when I was on the move
Will try to un-install and reinstall everything again.
Replies
You should be able to group the chunks however you like, the important thing is that each is a separate object.
Is there a way to imitate volumetric ligh, fog or haze in version 2+ ? Thanks.
+1 ja, would be cool !
I am having this very annoying issue regarding Alpha's in Marmoset Toolbag 2 on PC. I have been working on a project using both Mac and PC versions of Marmoset. The issue is that on PC I am getting a thickening, white border around the alpha. On Mac I have no such issue. I took a side by side of the same texture loaded into the Albedo slot in Marmoset. The one on the right is Mac, left is PC. Any advice on why this is happening and how I can solve it? The textures have not changed. Thanks.
Have posted about fog here: http://www.polycount.com/forum/showpost.php?p=2249925&postcount=41
Thats very interesting, could you upload your scene along with the texture in question so I can take a look?
Thanks
In my other thread regarding this issue I got some good advice, and Axi5 mentioned you as a go to guy. I did solve this issue by premultiplying the alpha in GIMP. Now the white border is gone on PC and it matches the Mac. I can try to upload it later if you still want to take a look. Thanks.
For example :
For now, you can use PSD if you have 16/32 bit files.
Hello, the license should transfer immediately. Please contact support@marmoset.co if you're still having problems and Mark will sort you out. Thanks!
Anyone knows, if there is a list somewhere with what to name how for Substance + Marmoset?
Currently, my output called "fuzz" ends up in the "albedo" slot, while the fuzz slot stays unmapped...
Sorry we do not have any official documentation for the supported map types at this time. For any maps which fail to load, you will need to export a standard image format like .tga and hook those up manually.
Please let me know if there are some typical map types that you require support for and we will consider adding that in a future update, thanks!
The easiest way would be to name the substance outputs accordingly to the available Marmoset inputs.
So if someone sets up a substance, he/she just has to look, how the maps are called in Marmoset and name the Substance outputs exactly the same.
For example, if I create a Fuzz output in Substance Designer, it really would make sense that this output is then mapped to Fuzz in Marmoset.
I want to emphasize, that Substances are wonderful to use, polish and tweak values, and at the moment Marmoset is a bit of a partykiller
Rather than the texture name, it should be based on the "usage" field of the output. That's how automapping is done in most other software were the Substance engine is integrated.
that´s just what I meant
in my case, a substance output is named after the usage
Is anyone else having this issue? And yes I did buy my copy of Marmoset.
There haven't been any server outages or anything like that that we are aware of, sometimes this can be a local connection issue, or a problem with recently changed firewall settings or something like that. If the problem persists, please contact support@marmoset.co
When I went through with the transfer, it sent my browser to a page where it confirmed the transfer from [my computer's name] to [my computer's name]. Yes, it said the same name twice. So basically from my computer to my computer. I'm not sure exactly what's going on.
What happened here do you think?
How can I scale textures on objects or in materials? It is possible to adjust as I need?
In Cinema 4D:
Basically i need to have an object in a scene cast shadows onto the floor. But i need the floor itself to be invisible.
The object and the shadows it casts need to be rendered out as PNGs with a transparent background so a series of background images can then be composited in at a later time.
1. Make sure the mesh is triangulated, a mesh with quads/triangles means TB decides the triangulation, which may differ from max/xn.
2. Make sure you've offset the uvs exactly one unit. 0.97 units or so may cause errors.
At the end of the day, there isn't any reason to move the uvs back. The only exception there would be if your engine doesn't support uvs outside the 0-1 space, but I don't know a single modern engine that does. Also, sticking with one uv layout and one mesh will simplify your workflow. No need to go back, edit uvs, re-export, etc.
And why glass in the bulb isn't visible? I applied other material to show object.
1) Meshes using vector displacement maps (tangent space or world space) render/shade incorrectly. In the screenshot below, both meshes are using the same exact default marmoset material. The only difference is the one on the left is using a vector displacement map. The one on the right is just the decimated mesh out of zbrush (no vector displacement map). You can see the mesh on the left looks very strange with it's shading/highlights all out of wack. Changing the meshes tangent space in Marmoset doesn't have any effect here either.
2) Meshes that are comprised of multiple sub elements do not tessellate in unison. Only one of the sub elements will tessellate. This happens with regular displacement maps too.
See video
2. This is expected behavior, larger faces will tesselate before smaller faces with standard realtime tessellation algorithms.
CTRL+D or scene->duplicate selection
You are correct on both accounts, a normal map fixed my first issue and the tessellation was resolved as well by just cranking up the slider a bit more.
Can i screen capture with 3d stereo (Red/Cyan)?
Should we divide UV sets depending on which type of shader we'll use? Example: I have a (human) head with two (bone) horns.
Normally I'd try to fit in a UV set both the head and horns, but in TB2 should I divide it into two sets? That way we can apply the Skin shader for the head, and w/e else shader to the horns? Isn't there a way to mask or blend two shaders together so that we can use more UV space?
Currently the stereo settings are only for preview and do not render into the final images, sorry for the confusion.
How you set up your uvs is entirely up to you. There is no need to use two uv sets/texture maps if you want to use two separate shaders. There are a few ways to use the skin shader:
1. The simpliest is split each section off as a separate object and apply a unique material to each.
2. In 207, material ids/sub-object polygonal material selection will be supported as well, the 207 update will be out soon.
3. You can use 1 material and use the alpha map of of the subdermis map to mask skin and non skin elements. Use white for skin and black for standard.
1-In your character setup video, you said that a value of 0 for Subdermis Scatter essentially negates all Subdermis changes and acts like a Lambertian shader. Does masking there also apply to the rest of the parameters of the Skin shader? (Translucency, Fuzz)
2-What if we wanted to mix say Microfiber & Skin in the same UV set? Wait for 2.07's material ids?
2.07 can't come soon enough, you guys are doing amazing work.
I just sent a mail to the support but will post here just in case.
I used to have a license and an account on your site for toolbag 2, since yesterday and can't connect to it, same on your website
I purchased a license while toolbag 2 was still in beta, but now I can't even login on your site, email not registered
I'm a bit concerned since I use marmo for all my work, and was ready to change my site with the viewer export features, which I think is game changing for showing your work
Hope I will get my account and license back
thanks for reading support !
All you need to do for Toolbag is to download the installer here: http://www.marmoset.co/shop/tb2 and enter the email address that you used when you originally purchased Toolbag 2. If you're installing on a new machine, you will get an email (to the same email account you entered) with a link to click to swap the license. It's as easy as that, no need to log in or anything like that.
If you don't have access to the email account you used when you purchased, or if you're not getting the email (be sure to check your spam folder) send a follow up email to support@marmoset.co letting us know and we'll sort you out there.
Thanks
Will try to un-install and reinstall everything again.
Thanks EQ