Hello all,
I couldn't find a dedicated page for a Marmoset Toolbag Wishlist, so feel free to let me know if that's not the right place.
To the point
I love Marmoset Toolbag and it is my ultimate choice for rendering everything, but lately I've been thinking about a feature, that would make the whole experience even greater and it is
Multiple Viewports. It is just too hard to nail the position of an object or a light that is outside the limits of the visible area of my main camera, which usually I keep locked when I'm happy with a certain composition or is animated and I can't move it anyway. My current workarounds include working cameras, to which I switch to to manipulate the objects and then go back to the main camera, and so on and so forth until I nail the right position, or use the type in boxes in the properties. Which leads me to another suggestion which is
slider controls for the Position, like the ones on the
Rotation.
That's all from me, keep up the good work!
PS: Feel free to post more suggestions here if you like
Replies
Both of these are reasonable requests that we should be able to add in a future version. Thanks for the feedback.
But, since Kalin broke the path.....
Is there a reason undo/redo does not affect object transform changes? I know this is really small pickings, but sometimes you rotate an object to see part of it in different lighting or whatever ( I know you can rotate lights, of course. This is more for seeing the bottom of a foot or something without bringing in a new light.) -- would be nice to just hit undo to pop it back to place.
Sure enough, undo works as expected. What doesn't work is the macro I have on my logitech mouse. Funny, it works across all other apps and doesn't have any kind of specialized profiles setup, so I just never thought to check it.
It's a Logitech G502, and the software is Logitech Gaming Software :
The problem is, it seems every time I load in a new object, it readjusts where the voxel "box" is, even with "Re-voxelize" unchecked.
Maybe some sort of "refresh voxels on object import" checkbox, to turn this sort of thing off?
How this works is the voxel fit setting is relative to the scene size, so if you're adding new objects and making the scene bounding box larger, that will affect the voxel settings.
AO bakes in general are not exactly realistic, and having to edit it every time in photoshop is a stretch because its a bit too dark or too linear.
(Also if you enable the ground plane AO, it also gets extremely dark, with often little white space left on the texture, there definitely should to be a contrast setting)
A photoshop / C4D gradient remap graph would be ideal if you had such one, solving both at once and allowing crazy things even.