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Toolbag bakes black textures

polycounter lvl 7
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BPA3 polycounter lvl 7
Hello! Help me please! Toolbag bakes black textures. What am I doing wrong?






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  • BPA3
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    BPA3 polycounter lvl 7
    I use MetalRough workflow in Substance Painter for high poly mesh:



    Previously, it turned out something to bake. Now I decided to remap the lods and the metal parts became black. I see that before there was something wrong too, I baked them when there was no Roughness option in Toolbag.

  • EarthQuake
    Since you're using the metalness workflow, make sure to enable Albedo (Metalness) rather than the standard Albedo output (which is for the specular workflow).
  • BPA3
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    BPA3 polycounter lvl 7
    Thank you very much! Albedo (Metalness) works fine!
    But now I don't know what to do with Gloss/Roughness. ((( Metal parts are not look like a metal material when I use Roughness in Toolbag, But old workflow with Invert Gloss makes much better result. Should I use the old workflow (with invert Gloss) or is there a new way (Roughness)?


  • EarthQuake
    BPA3 said:
    Thank you very much! Albedo (Metalness) works fine!
    But now I don't know what to do with Gloss/Roughness. ((( Metal parts are not look like a metal material when I use Roughness in Toolbag, But old workflow with Invert Gloss makes much better result. Should I use the old workflow (with invert Gloss) or is there a new way (Roughness)?


    These two setups should produce the same result so that is interesting. Can you send a description of your problem and a copy of your scene and textures to support@marmoset.co ? The easiest way to do this is to go to File -> Export -> Scene Bundle, and then zip up the .tbscene and /assets/ folder.
  • BPA3
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    BPA3 polycounter lvl 7
    Thanks for your help! Do I need to send only one "SceneBundle.tbscene Zip" or with the packaging of models and textures?
  • EarthQuake
    BPA3 said:
    Thanks for your help! Do I need to send only one "SceneBundle.tbscene Zip" or with the packaging of models and textures?
    Please zip up the .tbscene file and the /assets/ folder, that will make sure the textures are included and linked correctly.
  • demonslayer
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    demonslayer polycounter lvl 3
    this differences can come through the metall/rough vs spec/gloss in TB.If youve choosen this at the end.
    check your Fresnel value in Spec Gloss.If you disable Fresnel in spec gloss youre result should look the same.
    strange behaviour on first sight.
    metalls have fresnel too (complex fresnel curve/colored). spec gloss Fresnel seems to be a good thing, but somehow we dont get matching results on both workflows.
  • EarthQuake
    this differences can come through the metall/rough vs spec/gloss in TB.If youve choosen this at the end.
    check your Fresnel value in Spec Gloss.If you disable Fresnel in spec gloss youre result should look the same.
    strange behaviour on first sight.
    metalls have fresnel too (complex fresnel curve/colored). spec gloss Fresnel seems to be a good thing, but somehow we dont get matching results on both workflows.
    The metalness workflow has Fresnel as well, it's just not exposed in the UI (it is always set to 1). There should be no need to set Fresnel to 0 for the spec workflow, and doing so is generally not recommended (everything has Fresnel).
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