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get marmoset shader to other marmoset scene?

dennisvolkerts
polycounter lvl 3
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dennisvolkerts polycounter lvl 3
Like alot say's in there first comment:  Im new to marmoset :)

my first and most common question:
Is there a way to transfer your materials from one project to another?
can you save them as one kind of preset?

Is archviz and high polygon count a option if I just need to render / capture with marmoset?
For me it seems to do a great thing in things like displacements for eg. some basic natural good dispalcement textures.
Marmoset has a realy simple setup, is there a material nodebased graph to do some editing like unreal? or like quixel with depth and blend?
thnx


Replies

  • EarthQuake
    A. You can save and load presets from Toolbag, on the top right about the material palette there is a row of icons, the rightmost arrow buttons are for importing and exporting materials. If you save the materials into <appdir>/data/mat/ it will show up in the material preset list (the checkered button on the top row).

    You can also define a template material, which is the material that will be used every time you add a new material to a scene. To do this, create a material, select it, and then go to Edit-> Templates -> Define Template Material.

    B. High polygon counts are not a problem in Toolbag. How high you can go depends on your video card, but on a mid-range card like an Nvidia 970 or 1060, 25 million triangles or so shouldn't be an issue. One thing to keep in mind here is your overall scene complexity. If you have dozens of lights, you won't be able to render as many triangles. Other advanced rendering effects like local reflections, DOF, global illumination, tesselation, etc will lower your frame rate too. You can click the rocket ship icon in the viewport to enable speedy mode, which disables more expensive effects so you can have a responsive frame rate when editing. You can leave this on but render out full quality renders too if your scene is too complex to handle in real time at full quality settings.

    C. There is no node based editor, but there is a custom shader system if you or someone on your team has shader programming experience. More inf on that here:  https://marmoset.co/posts/toolbag_custom_shaders/

    You can download user created custom shaders on the add-on page too: https://marmoset.co/toolbag/add-ons/
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