Hey Everyone!
I am happy to announce my blended material shader for Marmoset Toolbag 3 has been released! You can find the link to the shaders on Gumroad
here. The downloadable zip contains shader extensions allowing for 3 layer material blending on your existing Toolbag 3 shaders. Inside you will find two PBR shaders one for the Metallic / Rough workflow and one for Specular / Gloss.
Features:
- 3 Layer Material Blending.
- 2 Channel Texture Based Mask for Layer Interpolation. (Allows For Use of 2nd UV Set)
- 2 Channel Vertex Color Based Mask for Layer Interpolation. (Can Be Combined with Texture Mask)
- Blend Threshold Softness and Depth Controls for Each Layer.
- Custom UV Tiling for Each Layer.
- Heightmap Inversion.
- Blend Visualizer View to Debug Masks.
Required Texture Packing:
Metallic / Rough Workflow:
- Metalness Map Channels
- Red - Metallic Mask.
- Green - Roughness Map
- Normal Map Channels
- Color - Normal Map
- Alpha - Height Map
- Albedo Map Channels
- Color - Albedo Map
Specular / Gloss Workflow:
- Specular Map Channels
- Color - Specular Map
- Alpha - Gloss Map
- Normal Map Channels
- Color - Normal Map
- Alpha - Height Map
- Albedo Map Channels
- Color - Albedo Map
Install Instructions:- Download "material_blending_shaders.zip" from Gumroad
- Unzip file to your "C:\Program Files\Marmoset\Toolbag 3\data\shader\mat\custom" folder
- Launch Toolbag 3
- Select a shader and scroll to the bottom section of the material attributes tab.
- Click the triangle on the right and select "Custom"
- Click the triangle next to "Shader" and select "material_blending_metallic" or "material_blending_specular"
UI Images:
@Kazperstan Made a great SBSAR for packing textures for the blend shader!
Download it here.
Replies
Expect news next week!
https://gumroad.com/l/bzitA
Is it possible to add AO (Cavity) Blending for the material/ channels?
Can you post a picture of your material attributes and also ensure that your maps are correctly packed like in the example file and documentation?
Glad you like it!
Unfortunately not at this moment. There is a limit to the number of textures that can be bound to a shader and the current setup is at 15 out of 16 max samplers.
And can you confirm that you have a heightmap in the Alpha channel of your Red Normal Map
Feel free to PM it to me if you don't want to post it here.
Vertex color is supported, simply paint Red and Green vertices in Maya and export the mesh via FBX.
On the shader enable Vertex Color and you should see the the blends being influenced by vertex color.
The top post has been updated with a link to a sbsar texture packer made by the great @Kazperstan! Thanks!
Would be great if you have a solution for that
Thank you
Just had a chance to check this out. Really nice shader. Is there a way to blend between multiple displacement maps. Because at the moment I can only set up one displacement and not two?
Cheers
Ben
http://www.torfrick.com/Art/WIP/microscope.jpg
cheers
Do you sell both seperatly? I looked at my reciept it says 3.03 that's probably it
Cheers,
B.
i just bought this and have some feature requests:
1. World space normal blend support.
2. Tessellation map slot for RG channels
3. Triplanar projections for blended maps.
Liaw Soon Aun - has done a FREE version of a shader which has triplanar projection: https://gumroad.com/l/AXfVz
Thanks!
but i have a issue i can't keyframe for custom control like Red Material Mask Depth
Can you show me how to do that ?
Thank you so much
I just got your shader, and I'm having some issues. I'm trying to make an environment using 3 different materials. For that, I need to tile all 3 of them, but also I need to separate them by region. Like a patch of grass, dirt, and a dirt road. But I can't use a mask for that. the mask implemented in the shader use the same tiling option as the base material.
Any ideas?
Oh, wait, I think I got to make the color vertex to work.
Edit: Ok never mind, I figured it out too
For anyone else who stumbled upon this thread and has the same question, here's how I solved it: I was exporting my model as an obj which I think wasn't saving the UV set data. I exported as an fbx and everything worked.