There is a reflection toggle? That is news to me =D
Specular and reflection are one in the same, if you want a blurrier spec/reflection turn the sharpness done, if you want sharper reflections, turn the sharpness up.
I got it to work on a different machine. Runs totally smooth with nice results! Really slick and easy to use. Interface is totally up my alley and the features for materials is pretty good.
Some stuff I would like to see, which was already mentioned was the AO slot... someone already mentioned this... and maybe a DOF post effect as well as the ability to place point lights where you want them. The bloom is a nice little feature as well as all your post effects. Is there a way to dial in values manually without using the slider? Anyway, here's some grabs of a model I did last year. Oh, and the environments are nice also. Thanks a lot guys! I'll totally get some good use out of this toolset!
I got it to work on a different machine. Runs totally smooth with nice results! Really slick and easy to use. Interface is totally up my alley and the features for materials is pretty good.
Some stuff I would like to see, which was already mentioned was the AO slot... someone already mentioned this... and maybe a DOF post effect as well as the ability to place point lights where you want them. The bloom is a nice little feature as well as all your post effects. Is there a way to dial in values manually without using the slider? Anyway, here's some grabs of a model I did last year. Oh, and the environments are nice also. Thanks a lot guys! I'll totally get some good use out of this toolset!
You should multiply your AO onto your diffuse/spec maps, i'm not sure why you would need another slot for this?
If you want AO for environment stuff(on a 2nd uv channel) that feature is already there, just make sure your mesh has 2 uv channels and load your texture in the AmbientMap slot. You could also just duplicate your uvs and use this slot for ao on anything, but i dont really see why you would want to. I if its in your diff/spec you can do things like color it etc(you wouldn't want black AO for skin).
You can nudge the sliders with the arrow keys, but there seems to be a bug here, if you nudge and then click on the viewport to rotate it will shoot the value to the highest. So click on something else after you've nudged.
I have a question I just installed the PHysX driver on my PC and I already had the Agiea PhysX driver installed from installing Unreal 3 when I opend Unreal Editor it said I needed to update the .ini files unless it will crash. I did, and looked in my Control Panel and I found that the Agiea PhysX driver isnt there anymore instead it has the Nvidia one installed could that be an Upgrade to the AGEIA PhysX driver. Not sure how this works
That system should be perfectly fine. The only cards we have really thoroughly tested are nvidia gforce, namely 6800-8800 series. Also vista was never tested much, so that could be an issue as well.
Well, after testing the latest update, I get an error log longer than my intestines when I start up, after getting a message telling me "This computer does not appear to meet the minimum requirements for Darkest of Days. Game performance and graphics could be seriously affected. See the 'readme' file for more information. Do you wish to continue?"
So I hit yes, and all the errors are 'OpenGL error...' yadda yadda yadda. Seems they're shader and prop errors, so maybe that's just normal. Which if it is, then no biggie. Buuuuut, then none of my buttons have text. I can click on a button (not knowing what they are) and it'll change to what seems to be the render setup stuff, but once again no text. So I'm just going to assume I can't run it haha. Maybe it's Vista, maybe it's my system, but like you said I would totally assume my system is completely fine for running this as I can run a great deal of things perfectly fine off here.
There is a reflection toggle? That is news to me =D
Specular and reflection are one in the same, if you want a blurrier spec/reflection turn the sharpness done, if you want sharper reflections, turn the sharpness up.
Under the render tab/render there is a toggle for reflectiions but doesnt seem to work. I was just wondering if you could control the reflective independently..doesnt look like it.
Oh ok i see that there, i think that is for glass materials(something that isnt supported in the mat editor, well its supported there just isnt a GUI for it). Nothing outside of the Mat tab will change material properties, the render tab is for effects and such.
I have a question I just installed the PHysX driver on my PC and I already had the Agiea PhysX driver installed from installing Unreal 3 when I opend Unreal Editor it said I needed to update the .ini files unless it will crash. I did, and looked in my Control Panel and I found that the Agiea PhysX driver isnt there anymore instead it has the Nvidia one installed could that be an Upgrade to the AGEIA PhysX driver. Not sure how this works
Nvidia recently aquired PhysX and i think they are trying to merge physx drivers and graphics drivers into one package. I know with the latest nforce drivers GPU physx acceleration is on by default(VERY NO).
As far as UE3 specific stuff, i cant really help, sorry dude.
Well, after testing the latest update, I get an error log longer than my intestines when I start up, after getting a message telling me "This computer does not appear to meet the minimum requirements for Darkest of Days. Game performance and graphics could be seriously affected. See the 'readme' file for more information. Do you wish to continue?"
So I hit yes, and all the errors are 'OpenGL error...' yadda yadda yadda. Seems they're shader and prop errors, so maybe that's just normal. Which if it is, then no biggie. Buuuuut, then none of my buttons have text. I can click on a button (not knowing what they are) and it'll change to what seems to be the render setup stuff, but once again no text. So I'm just going to assume I can't run it haha. Maybe it's Vista, maybe it's my system, but like you said I would totally assume my system is completely fine for running this as I can run a great deal of things perfectly fine off here.
The AO slot thing can be quite a debate, but yeah there can be benefits in having it as a separate slot altogheter (see Luxina engine for a great effect)
Ragarding the shadows in Toolbag - it would be soooo nice if the shadowed areas were not just darker than the lit ones, but were displaying a darkened and tinted diffuse instead.
(at the moment I think that parts in shadows still have some directional lighting applied to them, as opposed to a more ambiant, non-directional look)
Enjoying the new release of the app btw!! Seems to work better for aterial creation now!
not knowing about the way their engine works, but for "large scale" shadowing the multiplication is easier/ more efficient to do. While a more correct lighting would look cooler in a modelviewer, it wouldnt be truth to the ingame engine anymore, which was the point of the app
not knowing about the way their engine works, but for "large scale" shadowing the multiplication is easier/ more efficient to do. While a more correct lighting would look cooler in a modelviewer, it wouldnt be truth to the ingame engine anymore, which was the point of the app
Yea, but it truely is a shame. Quality shadows would have really put Marmoset "over the top".
But then again I am a shadow Nazi
( gorgeous self shadowing soft shadows and shadows composition will define someday what is considered next-gen )
However, from a distance and without animation and if I squint mah eyes jes so... Marmoset shadows don't look that shabby.
Ragarding the shadows in Toolbag - it would be soooo nice if the shadowed areas were not just darker than the lit ones, but were displaying a darkened and tinted diffuse instead.
(at the moment I think that parts in shadows still have some directional lighting applied to them, as opposed to a more ambiant, non-directional look)
The shadows are not darkened diffuse by any means, they are lit by a different skybox. The shadow skybox has the sun photoshopped out and only contains the color/light information from the rest of the sky. The color of the shadows then becomes the nice, ambient sky blue you come to expect, and the tone also fits the photo reference.
There is much debate over how much control to give the artists in exaggerating the ambient blue in shadows. As a programmer, I have to side with the purists: hands off, this way is *correct*!
The shadows are not darkened diffuse by any means, they are lit by a different skybox. The shadow skybox has the sun photoshopped out and only contains the color/light information from the rest of the sky. The color of the shadows then becomes the nice, ambient sky blue you come to expect, and the tone also fits the photo reference.
There is much debate over how much control to give the artists in exaggerating the ambient blue in shadows. As a programmer, I have to side with the purists: hands off, this way is *correct*!
Hey awesome to finally check the toolbag you've been working with EarthQuake.
Really great model viewer, everything is super simple and slick.
I tested it with object space normals which worked well, but when I loaded my tangent space ones didn't seem to work right, I guess I'll have to look into it it when I get more time.
hot damn, this is awesome! its very easy to use. i got my models within 10 min into it.just in time for domwar too.
big props to the guys at 8monkeylabs
here's some tests fooling around with it.
i'l ask my questions once i actaully read thru the whole thread. im sure its been answered before.
Hi Monkey! Thanks for the explainations.
By 'darkened diffuse' I didn't mean just a blacker one, but more like something like you described (tinted and shadowed areas in concordence with the environment)
I really like the idea of a 'shadow cubemap'. Is there a way to access and edit these maps? I feel like this shadow cubemap cube be simplified even more because at the moment it still feels quite directionnal as opposed to a more ambiant/GI look.
I had a chance to briefly check out the editor this evening and from what I saw it was very intuitive. Probably the biggest issues I saw were these...
-sliders going to max value when trying to rotate the viewport after an edit
-unable to change viewport size and often times I can't even move the window, I couldn't find a cfg file either (checked in the base folder)
-the X on the upper right hand corner doesn't work
-shadows arent very noticeable and I couldn't find much control in terms of their direction. They also seem to need adjustment everytime I rotate to another angle of the model.
-no emissive slot but I read the workarounds and although not ideal they work
I wasn't able to check it out as much as I'd have liked because of video driver issues I've been having (unrelated to marmoset) but overall I'd have to give this 2 thumbs up! I think I'll try it out the next time I make a game character at home.
Thanks for making this publically available, that's very generous!
i havent read all the awnsers but is it possible to get lights inside like in UT3 engine? Because its get a little bit of light but not much:/ and i want to add some lights to create a mood if you know what i mean:)
i havent read all the awnsers but is it possible to get lights inside like in UT3 engine? Because its get a little bit of light but not much:/ and i want to add some lights to create a mood if you know what i mean:)
Greetzz
hold down shift and drag the mouse to rotate the lighting around the model, choose a different sky for different lights
yeah i know:) i was just curious because im doing the contest on game-artist etccc to make a scene and we are working on a inside scene:) so was curious if it was possible to make an ambient light:) but ok:) i can still use it for my other models:D
There is no support for emmisive textures. If you read the TUTORIAL.TXT file it runs over the basics of what can(and can not) be done.
One work around is to use a bright color in both the spec, and diffuse, with bloom on.
Another thing would be to use a bright color with the FlatEnvironment material, but you would need to be able to split off a separate mesh chunk. So if you had just a few small details, that method would not work, you'de have to have a nice solid chunk that you wanted to glow.
Question:
can i set the background color through the command prompt? Or is there a way to set the same color(besides black)so i can keep the background color consistent on multiple files?
I've got a problem with alphas here; the whole thing is one chunk with one alpha'd material. I figure it's because of the double-alpha-is-a-no-no, but is there any sort of workaround, or do I just need to keep this in mind next time I design/model something?
hi guys. i was playing around and during workin on the textures i wanted to see how my model looks in engine. I've baked the normals in xN and when i am trying to apply the tangent space normal map in editor i got ugly bugs. Simultaneously when im using object space everything works fine...
on the left object space, on the right tangent
any thoughts?
hi guys. i was playing around and during workin on the textures i wanted to see how my model looks in engine. I've baked the normals in xN and when i am trying to apply the tangent space normal map in editor i got ugly bugs. Simultaneously when im using object space everything works fine...
on the left object space, on the right tangent
any thoughts?
Looks like edge hardness, if you use maya soften edge, if max (grrr) smooth group=1.
I've got a problem with alphas here; the whole thing is one chunk with one alpha'd material. I figure it's because of the double-alpha-is-a-no-no, but is there any sort of workaround, or do I just need to keep this in mind next time I design/model something?
First off try separating the chunks that need alpha to their own bit, and oly apply alpha on that. If you read the tutoral.txt i wrote a bit about alpha and how it works. Use alpha test if you still cant get good results with alphablend. Also, alphablend will not work with the skybox.
I've been waiting for this! And who knew that christmas would come around so fast again?
Thanks again!
Playing around just a few seconds here, i love it already cos im not a big fan of setting up render scenes and it's hard to get that real "in game" feel in just maya.
Replies
Specular and reflection are one in the same, if you want a blurrier spec/reflection turn the sharpness done, if you want sharper reflections, turn the sharpness up.
Some stuff I would like to see, which was already mentioned was the AO slot... someone already mentioned this... and maybe a DOF post effect as well as the ability to place point lights where you want them. The bloom is a nice little feature as well as all your post effects. Is there a way to dial in values manually without using the slider? Anyway, here's some grabs of a model I did last year. Oh, and the environments are nice also. Thanks a lot guys! I'll totally get some good use out of this toolset!
You should multiply your AO onto your diffuse/spec maps, i'm not sure why you would need another slot for this?
If you want AO for environment stuff(on a 2nd uv channel) that feature is already there, just make sure your mesh has 2 uv channels and load your texture in the AmbientMap slot. You could also just duplicate your uvs and use this slot for ao on anything, but i dont really see why you would want to. I if its in your diff/spec you can do things like color it etc(you wouldn't want black AO for skin).
You can nudge the sliders with the arrow keys, but there seems to be a bug here, if you nudge and then click on the viewport to rotate it will shoot the value to the highest. So click on something else after you've nudged.
Well, after testing the latest update, I get an error log longer than my intestines when I start up, after getting a message telling me "This computer does not appear to meet the minimum requirements for Darkest of Days. Game performance and graphics could be seriously affected. See the 'readme' file for more information. Do you wish to continue?"
So I hit yes, and all the errors are 'OpenGL error...' yadda yadda yadda. Seems they're shader and prop errors, so maybe that's just normal. Which if it is, then no biggie. Buuuuut, then none of my buttons have text. I can click on a button (not knowing what they are) and it'll change to what seems to be the render setup stuff, but once again no text. So I'm just going to assume I can't run it haha. Maybe it's Vista, maybe it's my system, but like you said I would totally assume my system is completely fine for running this as I can run a great deal of things perfectly fine off here.
Under the render tab/render there is a toggle for reflectiions but doesnt seem to work. I was just wondering if you could control the reflective independently..doesnt look like it.
Nvidia recently aquired PhysX and i think they are trying to merge physx drivers and graphics drivers into one package. I know with the latest nforce drivers GPU physx acceleration is on by default(VERY NO).
As far as UE3 specific stuff, i cant really help, sorry dude.
What are your system specs?
Ragarding the shadows in Toolbag - it would be soooo nice if the shadowed areas were not just darker than the lit ones, but were displaying a darkened and tinted diffuse instead.
(at the moment I think that parts in shadows still have some directional lighting applied to them, as opposed to a more ambiant, non-directional look)
Enjoying the new release of the app btw!! Seems to work better for aterial creation now!
Yea, but it truely is a shame. Quality shadows would have really put Marmoset "over the top".
But then again I am a shadow Nazi
( gorgeous self shadowing soft shadows and shadows composition will define someday what is considered next-gen )
However, from a distance and without animation and if I squint mah eyes jes so... Marmoset shadows don't look that shabby.
The shadows are not darkened diffuse by any means, they are lit by a different skybox. The shadow skybox has the sun photoshopped out and only contains the color/light information from the rest of the sky. The color of the shadows then becomes the nice, ambient sky blue you come to expect, and the tone also fits the photo reference.
There is much debate over how much control to give the artists in exaggerating the ambient blue in shadows. As a programmer, I have to side with the purists: hands off, this way is *correct*!
Really great model viewer, everything is super simple and slick.
I tested it with object space normals which worked well, but when I loaded my tangent space ones didn't seem to work right, I guess I'll have to look into it it when I get more time.
Thanks !
no
The reflections checkbox is useless, its a general rendering option meant for water which isn't in Toolbag.
CPU: Intel Core 2 Duo T7500@ 2.2ghz/2.2ghz
RAM: 2gb
GPU: ATI Mobility Radeon HD 2600 512mb(1024 hyper-threaded)
OS: Windows Vista Home (32-bit)
Running the latest ATI drivers, with all OpenGL enabled(the card supports shader model 2.0, so It shouldn't be an OpenGL issue)
big props to the guys at 8monkeylabs
here's some tests fooling around with it.
i'l ask my questions once i actaully read thru the whole thread. im sure its been answered before.
thanks again.
By 'darkened diffuse' I didn't mean just a blacker one, but more like something like you described (tinted and shadowed areas in concordence with the environment)
I really like the idea of a 'shadow cubemap'. Is there a way to access and edit these maps? I feel like this shadow cubemap cube be simplified even more because at the moment it still feels quite directionnal as opposed to a more ambiant/GI look.
-sliders going to max value when trying to rotate the viewport after an edit
-unable to change viewport size and often times I can't even move the window, I couldn't find a cfg file either (checked in the base folder)
-the X on the upper right hand corner doesn't work
-shadows arent very noticeable and I couldn't find much control in terms of their direction. They also seem to need adjustment everytime I rotate to another angle of the model.
-no emissive slot but I read the workarounds and although not ideal they work
I wasn't able to check it out as much as I'd have liked because of video driver issues I've been having (unrelated to marmoset) but overall I'd have to give this 2 thumbs up! I think I'll try it out the next time I make a game character at home.
Thanks for making this publically available, that's very generous!
Greetzz
hold down shift and drag the mouse to rotate the lighting around the model, choose a different sky for different lights
Greetz
not as far as I know, it just doesnt work like that, its not a level editor. Read the instructions that came with it
thanks for the response
So, you have two ways to do that but you can't use maps for this effect.
can i set the background color through the command prompt? Or is there a way to set the same color(besides black)so i can keep the background color consistent on multiple files?
-Woog
I have small problem - I can't open the engine in full screen - do you have any suggestions ??
Cheers
on the left object space, on the right tangent
any thoughts?
Looks like edge hardness, if you use maya soften edge, if max (grrr) smooth group=1.
First off try separating the chunks that need alpha to their own bit, and oly apply alpha on that. If you read the tutoral.txt i wrote a bit about alpha and how it works. Use alpha test if you still cant get good results with alphablend. Also, alphablend will not work with the skybox.
Yeah looks like you need to average normals.
I'm a Blender user, so for every blenderuser: during the exporting obj you must tick the option 'Normals' which is for vertex normal data.
Thanks for help and sorry for troubling!
I've been waiting for this! And who knew that christmas would come around so fast again?
Thanks again!
Playing around just a few seconds here, i love it already cos im not a big fan of setting up render scenes and it's hard to get that real "in game" feel in just maya.
Wonderful, just wonderful