Hi there! I am having a lot of trouble getting Marmoset to load! The 8Monkey Lab loading screen will open up but I will not be able to click on any of the buttons, there isnt any error messages it just simply will not do anything. I have installed both PhysX and OpenAL. I will be most grateful for any suggestions, many thanks *^_^*
Likely a an unsupported video card problem. I think people have had similar problems on quadro cards?
Is possible add second light to existing marmoset's sky/environment?
Or makes sky (environment) with two light?
Short answer: No.
There is a long answer, but i feel i've already given it a few times in the thread. Someone was kind enough to write up a tutorial on how to import your own HDR cubemaps as new lighting environments, so you can search the thread for that. Or maybe someone else will be kind enough to point you to it.
i am having the same problem like JohnnySix is talking about
and i think may be its a resolution problem
how can i scale it equal to my screen resolution i.e. 1024x768
tutorial.txt suggests to use *cfg file regarding resolution and configuration issues....but how???
i have latest Physx and OpenAl applications installed
reply soon
i really wanna try it
i am having the same problem like JohnnySix is talking about
and i think may be its a resolution problem
how can i scale it equal to my screen resolution i.e. 1024x768
tutorial.txt suggests to use *cfg file regarding resolution and configuration issues....but how???
i have latest Physx and OpenAl applications installed
reply soon
i really wanna try it
just edit the file with notepad, if thats what you're asking
you can load a .obj with multiple objects(chunks), that you can assign multiple materials to and they will cast shadows on each other. you cant load more than 1 obj
In toolUser.cfg, what do the LowResTextures and "Graphics" variables define?
Graphics has a value of -1, and LowResTextures has no value associated that I can see.
LowResTextures
Graphics -1
Also, there is a line;
SSAO 0
switching the variable to 1 does nothing. Non functioning features?
just ignore my insane laugh here
its just that my pc has been screwed up so many times regarding hardware and other issues that whenever something goes right (no matter how small the problem was) i laugh like this!!! :poly121: :poly124:
In toolUser.cfg, what do the LowResTextures and "Graphics" variables define?
Graphics has a value of -1, and LowResTextures has no value associated that I can see.
LowResTextures
Graphics -1
Also, there is a line;
SSAO 0
switching the variable to 1 does nothing. Non functioning features?
this is an ingame function, not sure it was ever working in the mat editor
So I'm going to just go step by step with pictures of what I do, this way it will be easy for you to find what I'm doing wrong. It'd be very awesome if we could get this working .
Step 1.
I start marmoset, and click Material Editor.
Step 2.
I open up my obj. file mesh. For the record, as you can see I keep all my 3d/texture files for marmoset in an organized folder located in my marmoset folder.
Step 3.
I go to mat, channel mode and select phone-environment from the drop down.
Step 4.
I navigate to my textures (Targa file type). I just put the Diffuse in diffuse slot, normal in normal and of course the specular in the specular.
Step 5.
Ok, the textures are applied, and here is where the major problems kick in, which are quite visible if you look at the textures and lighting.
Step 6.
Ok so my solution to it is to use three point lighting, and the only three point lighting type thing I can find is call trilight, as seen below.
Step 7.
And this is what happens after I load the trilight file.
Step 8.
Ok, well to fix that odd shadow problem I turn off shadows, but then I immediately get this problem.
Step 9.
So, to fix that problem I turn off the spec map, and get this as the end result.
Well, thats exactly step by step what I do. If you need any more information or if I didn't explain something clearly then please tell me, I really do want to get marmoset working so I can continue working on my portfolio .
Sir Apple: It could help if you'd post your normal & diffuse maps(flat) so we can check for any problems there. Also try viewing your model in another viewer/application to, again, verify that the problem isn't with your model in any way (eliminate it as a suspect in your investigation...to use Cop-show talk)
I'd install the latest drivers for my video card & motherboard...and then reinstall Direct X.
What we are seeing in your final shot appears to be your model with no lighting information, just a diffuse texture.
Hey there. Are this kind of artifacts a video card problem? (This model has normal map both in normal and in diffuse slot, that's it. Tripoint light, phong environment.
Could be, what video card do you have? Looks like some of that is plain old smoothing errors, and some may be filtering issues from having an older card. Its a little confusing with the normal map as diffuse tho, can you post a shot with just a flat grey texture as the diffuse isntead?
I have downloadet the
Vahl's Model Pack: http://www.artbyvahl.com/VahlMarmoSampleModels.zip. But i can't open it. I have the latest version of zip. Can somebody upload to rapidshare or somthing a new pached Verion of the VahlMarmoSampleModels.zip
Sir Apple: It could help if you'd post your normal & diffuse maps(flat) so we can check for any problems there. Also try viewing your model in another viewer/application to, again, verify that the problem isn't with your model in any way (eliminate it as a suspect in your investigation...to use Cop-show talk)
I'd install the latest drivers for my video card & motherboard...and then reinstall Direct X.
What we are seeing in your final shot appears to be your model with no lighting information, just a diffuse texture.
Thanks for your response .
I don't think there are any problems with in the textures, and the Mesh itself is quite solid, eh anyway here are the diffuse and normal maps.
The odd thing is, at one point in those pics you can see that the lighting looked right, however the texture on the mesh was screwy at the time.
Could be, what video card do you have? Looks like some of that is plain old smoothing errors, and some may be filtering issues from having an older card. Its a little confusing with the normal map as diffuse tho, can you post a shot with just a flat grey texture as the diffuse isntead?
Thanks for trying to help. Here is a render with gray diffuse. My card is ATI Radeon X1950 GT
I have just downloaded this engine everything is working fine, i have to say this is a great piece of software and thanks for sharing it with the community.
Sir Apple: Well, I can say that one of your problems might be that your normal map contains virtually no information at all.
I dont think that has anything to do with his technical problems. Sure as far as making good use of the normals i agree, but i dont think its relevant to his display issues.
EQ: True enough.
Trouble shooting steps & questions to answer:
What OS?
What video card?
What does the model look like in another viewer?
What do other, known working, assets look like on his machine?(the sample assets?)
thanks for the marmoset. very grateful. Is there any way to have two-sided polgons?
You can click the little tick that says "nocull" and it will give you 2 sided polys.
BUT its best to manually duplicate and flip your faces, as turning off culling will result in the backside getting the wrong lighting. This should be the case in most game engines unless there is special code to fix it. Using nocull also may give some shadow errors as well
What are the ideal (required) resolutions to see Text/Icons correctly. at the moment I cant read or guess the UI text in any tool (material, skylight or particle) check this attached image for instance:
okay... i read the previous posts about this thing, don't throw stones at me but i can't seem to understand how come it renders other meshes correctly yet the program refuses to render this one. i am using 7600 GT. i have rendered other objects and they worked out ok. any explanation/solution to this problem is welcome. thank you in advance.
as I was saying in a previous post, on some of my meshes the shadow filter goes berserk, yet this mesh doesn't seem to have any problems at all... and this excludes the video card issue. i have removed the normal and specular map from the object for avoiding the answer i saw the pages before (noisy surface)... well... it seems much like a flat surface to me... any help apreciated. at least give me a logical explanation for this phenomenon... is it about hard/soft edges ?
I couldn't fins an answer in the thread for this but...can you reset the default bg render colour from black? I want a dark grey instead so that edges don't get lost on my renders, but I want to keep it consistent from model to model and session to session. I realise one solution is to add a plane with flat shader and the colour I want, but that's not ideal! Can I do this in the cfg files or control panel?
As stevensen pointed out the vahl model pack appears to be corrupted. I used to have it somewhere and have since lost it. Trying to eye shaders is tricky dicky without vahls samples.
as I was saying in a previous post, on some of my meshes the shadow filter goes berserk, yet this mesh doesn't seem to have any problems at all... and this excludes the video card issue. i have removed the normal and specular map from the object for avoiding the answer i saw the pages before (noisy surface)... well... it seems much like a flat surface to me... any help apreciated. at least give me a logical explanation for this phenomenon... is it about hard/soft edges ?
Funky filtering...
No problem with this one.
You say this excludes the video card problem, what do you mean by this? What video card do you have?
The "no problem" asset there actually has a decent amount of noise in the texture which would help to hide some of those sort of filtering problems.
I couldn't fins an answer in the thread for this but...can you reset the default bg render colour from black? I want a dark grey instead so that edges don't get lost on my renders, but I want to keep it consistent from model to model and session to session. I realise one solution is to add a plane with flat shader and the colour I want, but that's not ideal! Can I do this in the cfg files or control panel?
As stevensen pointed out the vahl model pack appears to be corrupted. I used to have it somewhere and have since lost it. Trying to eye shaders is tricky dicky without vahls samples.
Asked Vahl about this and said he had some problems with his isp or server or something, says he will re-upload them. You can try dling again and let me know if the problem persists and i can upload them to my host.
I just want to post a quick thank you to the dudes behind Marmoset, I got round to loading up some of my stuff in it over the last few days and I was blown away by the results.
I usually use UE3 to get 'in-engine' shots but I'll definitely be sticking to this one now! Although I must admit it is too tempting to go far overboard with the bloom and other post effects.
I am having a problem though: when I load up a mesh initially the lighting/shadows/everything is messed up and looks like the pic on the right which i've attached. This can be cured by toggling "motion blur" in the post effects causing it to look normal like the pic on the left. When I hit f12 for a screenshot though - it reverts to the messed up look on the right. Sometimes I need to click motion blur again to get it to look right, sometimes however it momentarily flicks to the messed up mode for the screenshot then back to normal again without me having to toggle motion blur.
I am using an ATI HD3870 with the latest 9-9 catalyst drivers. I've tried it without other programs running and from a fresh boot etc and still get the problem.
hey! I couldn't find an answer to this but.. Is it normal that even though Marmoset is minimized, It's eating up 50% of my cpu? If so, alrighty! If there is a fix I'd love to know.
My Rig.
AMD 64x2 5600+
4 gigs of Ram
Windows 7 64 bit
1000 gigs HD x2
Geforce 8800 GTS 512
Yeah i think that is normal, and no i dont think there is a fix for it. Might be worth checking if its the case when you dont minimize it? Ie just alt-tab to a different app
I can't seem to see a model in anything except wireframe. I've looked all over the interface and nothing seems to work.
I'm on a machine with a Quadro FX 3500, and when I launch is gives me an error that my machine doesn't meet the spec for Darkness of Days. Is that why it won't draw a shaded view?
Replies
Likely a an unsupported video card problem. I think people have had similar problems on quadro cards?
Short answer: No.
There is a long answer, but i feel i've already given it a few times in the thread. Someone was kind enough to write up a tutorial on how to import your own HDR cubemaps as new lighting environments, so you can search the thread for that. Or maybe someone else will be kind enough to point you to it.
For some reason my mouse is offset about 2" on screen - so I have to take a calculated guess at what I'm clicking.
Managed to load up a model though.
Is it possible to make it fullscreen?
and i think may be its a resolution problem
how can i scale it equal to my screen resolution i.e. 1024x768
tutorial.txt suggests to use *cfg file regarding resolution and configuration issues....but how???
i have latest Physx and OpenAl applications installed
reply soon
i really wanna try it
..\base\interface\toolUser.cfg
Set in second line:
Fullscreen 1
Make sure in third line, Size is your full screen resolution like:
Size 1280 1024
Save the config file and restart Marmoset, every offset problem will be fixed.
just edit the file with notepad, if thats what you're asking
In toolUser.cfg, what do the LowResTextures and "Graphics" variables define?
Graphics has a value of -1, and LowResTextures has no value associated that I can see.
LowResTextures
Graphics -1
Also, there is a line;
SSAO 0
switching the variable to 1 does nothing. Non functioning features?
Ah thank-you very much!
SyncViews and EarthQuake thanks a lot!! it works
just ignore my insane laugh here
its just that my pc has been screwed up so many times regarding hardware and other issues that whenever something goes right (no matter how small the problem was) i laugh like this!!! :poly121: :poly124:
thanks again
this is an ingame function, not sure it was ever working in the mat editor
stop making pictures of me, seriously
Not sure of the exact problem, but I have huge marmoset problems, to the point where it prevents people from properly critiqing my work (see here: http://www.game-artist.net/forums/finished-projects/11401-p38.html ).
So I'm going to just go step by step with pictures of what I do, this way it will be easy for you to find what I'm doing wrong. It'd be very awesome if we could get this working .
Step 1.
I start marmoset, and click Material Editor.
Step 2.
I open up my obj. file mesh. For the record, as you can see I keep all my 3d/texture files for marmoset in an organized folder located in my marmoset folder.
Step 3.
I go to mat, channel mode and select phone-environment from the drop down.
Step 4.
I navigate to my textures (Targa file type). I just put the Diffuse in diffuse slot, normal in normal and of course the specular in the specular.
Step 5.
Ok, the textures are applied, and here is where the major problems kick in, which are quite visible if you look at the textures and lighting.
Step 6.
Ok so my solution to it is to use three point lighting, and the only three point lighting type thing I can find is call trilight, as seen below.
Step 7.
And this is what happens after I load the trilight file.
Step 8.
Ok, well to fix that odd shadow problem I turn off shadows, but then I immediately get this problem.
Step 9.
So, to fix that problem I turn off the spec map, and get this as the end result.
Well, thats exactly step by step what I do. If you need any more information or if I didn't explain something clearly then please tell me, I really do want to get marmoset working so I can continue working on my portfolio .
Cheers fellas' and thanks for reading this.
~Apple
I'd install the latest drivers for my video card & motherboard...and then reinstall Direct X.
What we are seeing in your final shot appears to be your model with no lighting information, just a diffuse texture.
Other than that it looks like an unsupported video card, it would help to know which video card you have.
edit: also you should keep your assets nested within base. Right now it looks like you have a directory structure like:
/marmoset toolbag/toolbag/base
but you have your files in
/marmoset toolbag/p38/
when they should be in
/marmoset toolbag/toolbag/base/p38
Not sure if that will fix your problems, however.
I have downloadet the
Vahl's Model Pack: http://www.artbyvahl.com/VahlMarmoSampleModels.zip. But i can't open it. I have the latest version of zip. Can somebody upload to rapidshare or somthing a new pached Verion of the VahlMarmoSampleModels.zip
Thanks for your response .
I don't think there are any problems with in the textures, and the Mesh itself is quite solid, eh anyway here are the diffuse and normal maps.
The odd thing is, at one point in those pics you can see that the lighting looked right, however the texture on the mesh was screwy at the time.
I'll find out what my card is and then post it.
Thanks,
Apple
Thanks for trying to help. Here is a render with gray diffuse. My card is ATI Radeon X1950 GT
I have just downloaded this engine everything is working fine, i have to say this is a great piece of software and thanks for sharing it with the community.
cheers
It did not help
True but there isn't much information needed really. I mean, I only heightmapped a few things that needed it.
I dont think that has anything to do with his technical problems. Sure as far as making good use of the normals i agree, but i dont think its relevant to his display issues.
Trouble shooting steps & questions to answer:
What OS?
What video card?
What does the model look like in another viewer?
What do other, known working, assets look like on his machine?(the sample assets?)
You can click the little tick that says "nocull" and it will give you 2 sided polys.
BUT its best to manually duplicate and flip your faces, as turning off culling will result in the backside getting the wrong lighting. This should be the case in most game engines unless there is special code to fix it. Using nocull also may give some shadow errors as well
There isnt really an ideal resolution, just increase it until you can see the text?
Cheers to the 8 monkeys for releasing this great tool.
Is it possible to somehow take a screenshot with alpha background, so I can mess with things in post (photoshop) ?
Funky filtering...
No problem with this one.
~P~
As stevensen pointed out the vahl model pack appears to be corrupted. I used to have it somewhere and have since lost it. Trying to eye shaders is tricky dicky without vahls samples.
You say this excludes the video card problem, what do you mean by this? What video card do you have?
The "no problem" asset there actually has a decent amount of noise in the texture which would help to hide some of those sort of filtering problems.
nope sorry, dont think there is a way to do this
Asked Vahl about this and said he had some problems with his isp or server or something, says he will re-upload them. You can try dling again and let me know if the problem persists and i can upload them to my host.
I usually use UE3 to get 'in-engine' shots but I'll definitely be sticking to this one now! Although I must admit it is too tempting to go far overboard with the bloom and other post effects.
Thanks again
I am having a problem though: when I load up a mesh initially the lighting/shadows/everything is messed up and looks like the pic on the right which i've attached. This can be cured by toggling "motion blur" in the post effects causing it to look normal like the pic on the left. When I hit f12 for a screenshot though - it reverts to the messed up look on the right. Sometimes I need to click motion blur again to get it to look right, sometimes however it momentarily flicks to the messed up mode for the screenshot then back to normal again without me having to toggle motion blur.
I am using an ATI HD3870 with the latest 9-9 catalyst drivers. I've tried it without other programs running and from a fresh boot etc and still get the problem.
Hope someone can help it'd be nice to get some hi res screenshots out of it. Regardless, thanks a lot
http://img205.imagevenue.com/img.php?image=98330_Problem01_122_260lo.jpg
My Rig.
AMD 64x2 5600+
4 gigs of Ram
Windows 7 64 bit
1000 gigs HD x2
Geforce 8800 GTS 512
I'm on a machine with a Quadro FX 3500, and when I launch is gives me an error that my machine doesn't meet the spec for Darkness of Days. Is that why it won't draw a shaded view?
thanks
Kevin