It is with great pleasure we announce Toolbag 3’s official release. Check out our shiny new site to try, buy, and learn about the exciting new features: http://www.marmoset.co/toolbag
Animation, global illumination, and brand new, innovative texture baker headline the new version. A revamped interface, enhanced render quality, new skin shader, ArtStation upload, Unity and Unreal export, and many more features and improvements ensure that Toolbag is ready to tackle any challenge, from concept through production.
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Any info would be great! Thanks!
~Chris
Alembic Cache files are supported. Particle cache is not. The baker can bake 32 bit PSD files.
If there is anything else you would like to know, let me know.
I am mainly interested in Marmoset at the moment because I am curious if it could be used to render shots completely. I realize that isn't the original intended purpose, I just like the lighting methods and the quality, from what I have seen. From what I have read and seen, this could be possible.
My intended pipeline would be something like the following.
In order to make that work there are a couple things that would be nice to know a bit more about.
- It says "Tesselation" on the spec page, is that Catmull/Clark subdivision? Does it smooth UVs too or maintain borders? Can ABC caches have subdivision added? Is it universal or per object?
- I think I read somewhere that displacement is supported, as well as normal maps, is that right?
- Shaders can be imported and exported between scenes/files?
- If you update an ABC cache will it maintain shader connections?
- There are nice post fx like DOF and Vignettes, what about motion blur?
Sorry for so many questions, just curious and excited by this product.Cheers,
Chris
Your workflow sounds similar to how a lot of people use Toolbag. To answer your specific questions:
1. Tessellation refers specifically to DX11 tessellation that is commonly seen in game engines. We have two types, a flat tessellation mode that sub-divides but does not smooth, and PNTriangles, which sub-divides and attempts to intelligently smooth the silhouette - this is generally intended to make low-poly game assets look smoother. We don't support Catmull-Clark sub-d at this time.
2. Displacement mapping is supported, yes, as well as normal maps, and most common input types like albedo, gloss/roughness, specular, metalness, ambient occlusion, cavity, and some special purpose maps for the skin shader like subdermis and translucency maps. Opacity maps are supported too.
3. Materials can be imported and exported if you want to bring a material from one .TBSCENE to another .TBSCENE, our proprietary scene file. We can also export FBX and OBJ files, including materials, however the material support with those formats is not as advanced as our proprietary .mat format meant for transferring materials from one TB scene to another.
4. We have auto-reloading of mesh files, including FBX and OBJ. Material connections will remain as long as the material name stays the same. If the material name changes, it will first look for a material in the scene that matches that name, and if it doesn't find one, it will make a new one.
5. Yes, we have an extensive selection of post effects, like DOF, vignette, sharpen, bloom, exposure, contrast, hue, and color curves as well (which I use a lot for color grading). We don't have a motion blur effect in yet, but this is something we would like to add with a future update.
If you're curious about any of this stuff, we offer a free, fully-featured 30 day trail on our site: https://www.marmoset.co/toolbag/
This scene is using GI, an HDR and a single "skylight" for shadows. The cast shadows in my scene are from the skylight which is a directional and I assume is using a shadow map. Rendered in the new update 3.01.
Motion blur, or a motion vector pass option would be really nice in the future.
Cheers!
Chris
There are some things you can do to improve shadows. First off, shadow resolution is shared for the whole scene, so if you've got a very large scene, but are zoomed into a small part of it, the relative shadow resolution will be pretty low. We don't have an option to set shadow resolution higher than the current high-res shadow option at this time.
Directional lights (the type that are added when you click in the sky light editor) are always mapped to the whole scene. You can usually get better results by using spot lights instead, because the cone of the light limits the resolution to a smaller area of the scene.
You can blur the shadows, by adjusting the width setting in the light properties to convert the light to an area light. Area lights also have penumbra shadows that get blurrier further from the object.
If you're getting noise in the scene, this might be from local reflections rather than the GI system (depends on the sort of noise though). The only way to improve this is to raise the sampling to 100x or 400x.
Thanks for the feedback.
Regarding the shadows, I could get better looking results with the other light types, but it's a little sad that it doesn't seem possible to simulate a bright sun with parallel light rays without ruining the resolution of the shadowmap.
So much about this tool is incredibly good, and I know it's aimed more towards single model presentations than actual shot production, but if I were to offer one piece of advice for changing that, it would be to expose some of these values and let the user adjust them. It's really the only thing stopping someone from doing full shots and sequences with MT3 as the renderer.
Direct control over shadowmap resolution, GI bounces, and more specific control over sampling for tuning the speed (like choosing a number between 25x and 100x), and eventually motion blur or motion vectors would make it a game changer.
Cheers Joe and thanks for assistance. I'll definitely keep playing with it and probably buy a copy at the end of the trial.
-Chris
I'm a newcomer and I kindly ask you some help to solve a strange issue that I'm experimenting with Toolbag 3.
I must admit that I'm not very skilled both inf realtime rendering engine and in texturing/uving/retopo,
because my "comfort zone" is rather modelling in general and in particular 3D Nurbs modelling.
For some time I'm trying to gain skill in Poly/SDS modelling and my current pipeline is :
- 3D Nurbs modelling : Rhino V5/V6 WIP and Moi3D
- Poly/SDS : NVIL and Rocket3F (from the author of NVIL and Andrei Samardac)
- Special case 3D Voxels ; MagicaVoxel
- Uv/retopo/texturing : 3DCoat 4.7.17 (latest beta)
- 2D Gfx : Photoshop/Illustartor/Affinity Designer/Affinity Photo
- Not real time renderer : Thea Render (Unbiased CPU+GPU, Biased CPU)
- Real time renderer : Brande new InstantLight and Toolbag 3 (in demo)
This is the request of help I sent some hours ago to official support of Marmorset, but I want to ask also here
because I guess that you are very skilled people
If someone can help this would be much appreciated. Thanks in advance.
This is the text of the email I sent :
Toolbag 3.02 Now Available!
To show our love, we’ve released a free update for Valentine’s day! Toolbag 3.02 adds a number of new features and bug fixes. Highlighting the release is material animation support and a shiny new refraction shader. The Baker has seen its share of attention too, including a number of handy new additions, improvements, and fixes.
See the full release notes on our site: https://www.marmoset.co/posts/toolbag-302-now-available/
Toolbag 3.02 Now Available!
To show our love, we’ve released a free update for Valentine’s day! Toolbag 3.02 adds a number of new features and bug fixes. Highlighting the release is material animation support and a shiny new refraction shader. The Baker has seen its share of attention too, including a number of handy new additions, improvements, and fixes.
Download the latest installer from the Toolbag 3 product page, or launch Toolbag 3 to get the patch.See the full release notes on our site: https://www.marmoset.co/posts/toolbag-302-now-available/
- Baker “Smooth Filter” option for geometry smoothing
Is that something like the edge shader in modo? I tried to find the option but I didn't see it.In Toolbag, you can find the slider near the resolution settings.
Left side = spot light
Right side = directional light
You see I can see the reflection of the light in the eyes when I turn to directional light. In spot light why cannot see these refelections? However looks the spot light make smoother shadows.
I check the new refraction shader, but I see the IOR looks different than other softwares. Could you explain this?
Here is a big IOR list:
http://www.pixelandpoly.com/ior.html
You can see in 3ds Max when I set the IOR to 1.38 the render looks good. I use similiar eye in Marmoset.
pic to show what I'm referring to (mesh based off piece from one shown in TB3 baking video):
I am on a TB3 trail right now (as an existing TB2 user) and have some questions:
1. Is the Normals (Object) a "World space normal map" baker?
2. Can you add a baker for Cavity map?
3. Can you add a Bent Normal baker ?
And 4. May you add 3D mouse support? this would be awesome: http://www.3dconnexion.de/service/software-developer.html
Edit found another one: 5. Is GPU support for baking (looking at you, AO) planned?
Cheers!
2. Cavity maps are supported, use the curvature map output and enable red/green style, that will save concavity and convexity into the R/G channels. You may want to invert the cavity map
5. Baking in TB3, including AO, is all done on the GPU.
3/4: Thanks for the feedback.
thank you for your reply and hint with cavity map - I totally overlooked these settings.
Regarding the AO baker / GPU baking ä- hmmm - I felt even at 2k the AO bakers took qquiete a while (I am on a GTX 1070), all other maps
were baking super fast. Maybe I just do not remember, how slow it was in other tools, without GPU acceleration
I really hope, you cann add the features, I suggested - this would make TB3 a total dream-app for me
Cheers
jose.fuentes: There are technical hurdles with the web host preventing Polycount from supporting Viewer at this time, hopefully that can be solved at some point in the future though.
thanks