Where does one ask for features or suggestion ways to make this renderer better ?
I wanted to make one cause i had a few things i wanted to get past the devs: looked around didn't see a thread thought i should make one if anyone else had any ideas.
/suggestions\
Ability to turning off materials, (to find what is using which easier)
single clicking objects to turn off shadows / back facing - fix.
hold shift select all desired to turn off.plz.ty.
option to make locked items unselectable.(click lock re-enables.)
If objects get packed into each-other(by manual moving), change color from blue box icon to red or other? to indicate there are objects within the object +box.
Easy Quick low/medium/high pix/video options.
Drop down, maybe allow for custom low / medi / hi save settings list.(to prevent crashes on weak machines / accidental closing.) ^Just for the lazy of us.(sometimes me.)
If any more information is needed to what i mean by any of these i can do some mock up, u.i. visuals to help make more sense of the above. (i am usually off the net for long periods of time so might be a bit till i see a response.)
/suggestions\
Hope this is cool.
Replies
Ability to make your own shader configurations, so adding to the materials anything you want specular then [+] <under it add a specular color , ect, unlimited (any and everything you can add) if doubles are a thing you could do, like two alpha's since people like to use them, just an idea. (probably wrong but i've seen people request at the extra's section an alpha only option addition to an already used alpha texture.) I'd want this cause i do odd things that are probably wrong but i like to mess around like that sometimes.
Hope it helps, surprised nobody has participated guess the rest just use engines for their needs, makes sense.
Marmo 4 is out(or at least artstation is pimping an ad for it.) but no word on pc ? ooph. i'll look at the update infor now, i just saw it and posted this at 11 AM - edited it just now 7 or so hours later, wonder if my guess above was right.
"Easy Quick low/medium/high pix/video options." @DavidCruz there is a dropdown next to the resolution section to set various resolutions, ie: 720P, 1080P, 4K, etc, is this what you mean?
A shader graph like one you have in unreal (even with super simple nodes like add/mult/linear interpolate/panner/constant/texcoord/vector3/vector4/power/sin/cos...well, I think you get the point) to allow us making matching materials logic with our own pipelines
Allow for each texture to sample RGBA, R, G, B, A channels together or separately (maybe having a checkbox in front of each channel so you could choose to use constant, 2Dcoord...etc) and choose among available UVSet or at least more than UV0/UV1
Edit : if FOV isn't supported in camera import from FBX, it would be a super interesting addition (if it already is, I'd be extremely happy to know how to proceed to import its keyframed data)
Marmoset is already taking on substance painter and doing a great job at it, it still needs some refinement but it works very well. A shader graph if comprehensive enough would allow them to take on substance designer as well. If that happens I would want it to be after the current texturing sees some more enhancements. I also wouldnt want the dev team to be spread to thin. None the less a shader graph is a cool idea.
1. Symmetry for texture painting
2. a way to draw a strait line when using the brush tool, like holding shift.
3. Saw this on the fb group but +1 for a way to paint by polygon
4. Emission currently does not emit light when using the raytracing engine, it would be nice if it did Edit: it does
5. Currently light gels in raytracing doesn't work. Maybe this is a bug as it does work in the rasterizer
6. Multiple GPU support for rendering
7. A way to instance scenes, this way if your working on a large project you can split it into subprojects and have a main project where you can arrange and render them. It would be cool if the instance would update if there source is changed.
I listed them in order of importance for me.
Features wishes:
- Be able to render shadow and occlusion passes. These two are ultra important for compositing needs.
- Be able to unlink light properties overrides when moving around child lights inside the Sky Light Editor thumbnail. The overrides are useful, but since using the thumbnail is the fastest way to move around lights and iterate new looks and illumination, it's a pity that once you have the lights you need you can't use them here without the app resetting everything every time you move to a new position.
Regarding the UI:Really liking TB4 so far. Hopefully development won't abandon updates on baking, rendering and illumination tools due to the new texturing additions.
When I post a question here on the polycount website related to Marmoset Toolbag, it might take days to get an answer, and I might not get an answer at all.
2. You need a lot more in-depth tutorials, especially now that Toolbag 4 has texturing tools. I'm coming from Substance Painter, and am fighting really hard to understand the workflow in Toolbag from start to finish, especially setting up the layers . Create a tutorial with a specific project, from importing the object, baking the textures, setting up a complex smart material.
ZBrush or Substance Painter for example are not so successfull only because they are good applications, but also because you can find tutorials for everything online, and you can find it quickly. There are people producing professional level tutorials for ZBrush on a daily basis, you can watch hours upon hours of those on Youtube.
There is very little about Toolbag 4 on youtube, and what is there only touches the surface of whats actually possible in the application.
I was trying to find out something simple about Toolbag 4: is there an eyedropper tool hidden somewhere that can pick colors from the viewport (very basic functionality if you ask me)? I can't find the answer, noone posts here in the forum, probably because the other people don't know the answer either. I must assume that there simply is no such functionality in Toolbag.
This is not good. The best features mean nothing if the people don't understand how to use them, and need to figure everything out for themselves. Toolbag developers need to be much more active, answer the questions yourself - which is easier in the forum you administer yourself - if you see that there is noone else out there to do it.
3. The layer tree needs to be readable better. I'm assigning a smart material, and am having a hard time figuring out how it is built exactly. Introduce color coding, it is very hard to read which layer and which mask belongs where and does what.
1. For immediate support, please email support@marmoset.co. We get a small number of posts on Polycount so responses may be somewhat sporadic. As BagelHero mentions, this is the winter holiday period and most of our team is not at work at the moment so you can expect extra delays to questions posted here until the new year. Our support staff is available though, so you can email if you have an urgent question.
We do not have a dedicated forum system at the moment, but there are two user groups on Facebook if you wish to interact with other users:
- Toolbag User Group: https://www.facebook.com/groups/ToolbagUserGroup
- Toolbag Tester Group: https://www.facebook.com/groups/155052679279363
The latter was our beta testing group - we're keeping it open for feedback/bug reports/etc and will likely post early access builds there in the future.
2. We have a Toolbag 4 video tutorial series here: https://marmoset.co/resources/ - Hannah is working on an in-depth tutorial for the texturing tools as well. This should be available sometime in early 2021.
3. Can you tell me a little more about this? The arrows and lines showing the hierarchial relationships are not clear?
Maybe I cant find the feature but the user library is limited right now, I would like to be able to add my own folders, Currently if you add your own folder it doesn't show up in the library. It would also be nice to be able to save a regular material instead of a smart material.
Some improvements to the python API,
Custom folders are not possible to add to the library at this time. This is something we'll consider adding in a future version.
You can save materials as well as smart materials to the library system. To save a new material, create a material from the material editor and drag it into the library.
Python support for the texturing system is something we plan to develop.
-Add default subdiv method in prefs so you can decide to use PN triangles instead of catmull clark by default
-Allow to modify common properties of multiple selected assets, for example if I select 5 meshes, I want to be able to activate backface culling on 5 with one clic, change their default tangent space/triangulation method...etc. Same for each object parameters. If common properties are found, then these could be editable and brought to unified value by parameters on each selected object
-When reimporting objects, do not reset properties that belongs in toolbag (like shaders applied or camera post process settings).
-In the same logic, If I keyed some attributes of these objects in toolbag, keys should stay in toolbag and not get wiped out due to non-existing-toolbag-params in FBX. If I want to restart an edit from scratch, I delete the mesh/camera and I import it again.
- Bring back the good old Additive transparency mode
- Add a depth fade option (would be cool for forcefield effects and grass-to-ground blend trick)
- Add Vertex color channel in emissive
- Add R/G/B/A list channels in emissive map (ideally as well for any map slot, useful when using packed B&W textures)
- Allow to use ZDepth as a postprocess (custom fog, desaturate by distance...)
- Add an exponential height fog (same as UE4, great for landscapes)
- Allow to use fog + matte-shadow plane without viewing the plane borders
- For animated shots, I guess a motion blur is planned, but just in case I wanted to remind it here since I would love it =D
- Display current frame at current timeline position (useful to sync with anim authoring apps)
- Lock aspect ratio, so if I change L or H value, the other updates proportionnaly
- Allow to render 360 image at superhuge rez to create HDRI directly from the current scene
- Allow to key near clip plane on camera
Cheers !
There were some changes made to the gizmos for TB4. Does this problem persist and can you tell me how to reproduce it?
- Often times when I use the rotate tool it will roll in the reverse direction as expected. I cant describe exactly why but often i grab the wrong handlebar on the transform gizmo. I am most accustomed to maya, so it may be due to different pick range or something. I just find it hard to move things around fast and precise in toolbag. It is much better in this latest version compared to previous though.
"Gizmo that is able to snap to components." What do you mean by components? We have unit/angle snapping now, which you can enable/adjust in Tool Settings and hold down ctrl to engage.
-I mean to be able to snap to verts. Like hold V and I can snap a modular wall to the precise corner of another modular piece. Useful for modular environments or just moving things around fast without having to zoom in and out.
"Texturing: Select by UV shells without needing to use texture map" We don't have a dedicated selection tool for this (will likely add one later), but you can use the flood fill tool with Apply To: set to UV Island to fill in islands.
-Oh cool, didn't know that. Thanks!
"Texturing: Generator that makes use of position map", try the Gradient Layer type (in the Procedural list), generally speaking, this is much more powerful than a position generator (you can customize the gradient and set it at any arbitrary angle) and doesn't need a baked map to operate
- I'll check that out further next time I need to. Thanks!
1. My models always reimport their own uncomplete shaders, most of the time I start my shaders using presets I've made in toolbag, and not what comes with my models. I'd like not to have my whole stack of shaders popping back if I've already assigned new ones and removed all those I no longer need
2. Yep, exactly That would be nice to investigate between apps when you see some intersecting meshes on posings or something badly placed in the frame view
3. I was doing so years ago on Mentalray, then VRay, but I don't get the point in a realtime software. Since images matches the realtime render, then you don't really need to split passes and rather tweaking depth right in the toolbag scene. It would be really interesting to benefit of it and save a lot of time (while keeping it as an output, I probably won't use it as such but I think it can be useful in multiple usecases)
Another thing I'd like to mention is about the save mode for renders : using "override existing" or not does not offer a clever way to render missing shots, which means each time you abort render : you have to recompute the whole frame stack. It would be cool to either replace the behavior of the existing option (if unticked, then don't render existing frames. If you need to iterate, which actually does the option when disabled, then simply enter a different name)
Appart from that, thanks for your time and dedication to this great software guys ♥ I'm sure Toolbag will keep being a quality toolset !