I thought we could start a little feedback topic over here regarding the latest release of TB.
So far i just started testing the standalone Marmoset viewer + fog + shadow catcher.
positive:
-the viewer performs great,
-so does the fog.
-viewport boost button is such a great addon, i like to smash that little rocket button!
negative:
-Sadly i cant get the shadow catcher to be displayed in the Viewer at all.
I tried to move it in the scene hirachy without a result, can someone verify this?
suggestions:
-would be great to select which lights trigger the fog = volume lights.
Replies
Thanks!
it seems like i cant see it anywhere right now/in the Viewer.
btw i didnt uninstall my 3.03 version.I just updated to 3.04.
i sent you a link to my NAS and hope it works out.
let me know
This means you cant turn down the fog effect for Lights.
No matter what i adjust it always looks the same when exportet./not matching the viewport.
iam pretty sure that the glass simple shader isnt working flawless,as it dies not always represent my viewport settings.especially when you use the glossiness slider.
I'll look into the fog issue, thanks for the report.
The glass simple preset uses newton's rings, which isn't supported in Viewer, so it may look different. You should try the refraction shader for glass though, it's way cooler and is supported in Viewer. Here's an example: https://www.artstation.com/artwork/eKbaD
Please explain what you mean by the gloss problem, and provide a test scene for that in the same email if you can.
Thanks
i will mail the support if the shadow catcher problem occurs on my next project.I just tested it on my old projects and it works.
To the glossy issue i have / viewport vs marmoset viewer, i found out that the completley diferent look comes from the Render setting: "use local refractions". This settings looks so nice in viewport, sadly it seems unsuportet by the Viewer itself?
didnt find something specific about it
https://www.marmoset.co/support/
EDIT: Can confirm, each time I close marmoset skew is lost.
Generally speaking, it's best to sort out your materials before importing into Toolbag, this will save you a lot of hassle trying to wrangle it after you get the mesh(es) in. We've changed how materials work in relation to the baker (preview materials apply directly to the important material rather than creating a new material now, this has to do with multiple uvs/texture set support). I plan on updating our tutorial soon to cover best practices for mesh and material setup, if you have any questions for now feel free to ask.
Generally the materials applied to my lowpolies in max have a random colour so I can differentiate texturesets. In Marmoset though I have a special high contrast material saved out that I can import into the scene for previewing the bake, so if I use a quickloader each time I export the lowpolies from max after making a modification, the material with a random colour overrides the one with the normal map/high contrast.
I could change the settings for each and every material to match up with the high contrast one, but there's a lot of change, and a heck of a lot of materials.