2nd bluescreen when starting marmoset up. I have a sneaky suspicion something maybe conflicting with it?! Are there any know issues?
are you sure your hardware isn't to blame? only times i had machines bluescreening when running 3D software the hardware was always at fault (weak powersupply/defective RAM/motherboard that couldn't handle the system components at full load). that beep might also be an indicator.
are you sure your hardware isn't to blame? only times i had machines bluescreening when running 3D software the hardware was always at fault (weak powersupply/defective RAM/motherboard that couldn't handle the system components at full load). that beep might also be an indicator.
Hmmm...I'm not sure. Runs Maya 2011/CS5 and Zbrush simultaneously without problems.
@Kudagras - Access violation errors are typically driver related, especially on rigs with an ATI card. Try updating your drivers and that should fix the problem.
Does anyone know of a way to import vertex animation? What I'm interested in doing is dynamically simulating something in Maya and then viewing a baked version of the simulation in Toolbag.
Also, I really like the results of the image based lighting, but I hope down the line there will be some way to simulate a day/night cycle where the sun's azimuth can be adjusted.
I recently bought a Marmoset Toolbag licence.
Really like to play with the post effects!
I had a problem with overlaped uvs and read the old and new thread's posts
about displaying correctly Normal maps.
I tried Swizzling, moving half the uvs (u +1) before baking, checked the .obj's
normals, but found nothing wrong about it.
I saw the tutorial about erasing the middle seam in the old forum;
but if you look at the screen shot down there, you will notice that half the model
receives light as if the normal map was flipped.
If someone knows how to get rid of this problem, that would be great.
The "object space" trial is done with a "tangent space" map (I know, this is stupid...).
Most of the artists posting here use "tangent space", I wonder how they managed
to display mirrored normals correctly.
Ok, I found out what was wrong by comparing 3dcoat and Xnormal
baking result. The green channel is different in both. I just had to
invert it, and the problem was solved.
A more complicated swizzling, like pasting red in alpha or something
like that wasn't necessary.
Was wondering if anyone had any ideas as to why I would have needed to flip my red and blue channel to have my normals display in marmoset correctly? I did a default cast out of 3ds max. I was pretty sure that the old marmoset I only needed to flip the green.
Was wondering if anyone had any ideas as to why I would have needed to flip my red and blue channel to have my normals display in marmoset correctly? I did a default cast out of 3ds max. I was pretty sure that the old marmoset I only needed to flip the green.
hmm...
Just thought that was weird,
You shouldn't have to flip anything but the green for normals to render correctly.
Maybe its worth double checking your max swizzle settings and also the ones in marmoset? (View> Normal Maps)
metalliandy,
yeah that is what I figured... I checked the swizzle setting for Marmoset and what they were rendering out as from max. And everything seems to be correct.
Red is X Green is Y Blue is Z
My normal map looks normal, though the green channel looks like it needs to be flipped. Though that is the only channel that didn't need it when in marmoset.
I checked my uv's and I checked my export settings... everything seems to be fine.
I sent it to your email having issues throwing it up on my site for download.
Been up for a good long while... bout to take a nap. I hope it is not something stupid I just overlooked. Once again thanks man.
lol. Well good to know that it is not just me being retarded with the way I cast. Well I need to have this project done asap... so I guess I will just leave it on inverting the red and blue. I will see about reinstalling here in a week or so.
I really appreciate your help man. At least I know it is Marmoset...
Bought a license a couple of days back after loving the Trial version, worked fine except for the Chromatic Aberattion, did want to try it so upgraded my ATI Radeon HD 3870 X2 drivers to see if that worked.
Really regret that now, as now all of it looks like this :
Not really what I was going for as you can see (no shadows, all of it looks like crap), left is in the editor, right is a screenshot.
Can anyone help me out, to try and get this back to normal?
I think I'm having the same issue as TheDarkKnight. My editor looks like this
but my F12 screenshot renders come out like this
When I first installed Marmoset I kept getting the "Access Violation" error we so often get with out of date ATI drivers .. so I updated my drivers to the latest Feb version and Marmoset stopped crashing but now I get this weird thing. I'm new to Marmoset so any ideas will help.
I guess the only thing to do is uninstall the drivers through the control panel and then reinstall the older version. Driversweeper is pretty sweet and removing all traces of graphics drivers, so you may want to check it out.
It does seem like the latest ATI driver release is causing some problems, we've been hearing this quite a bit lately. We'll look into it and see if there's something we can do on our end to help.
Thanks metalliandy, seems like a pretty cool card, might have to take a look for that tomorrow, I can swap RAM memory sticks, should be able to put in a videocard.
Looking forward to using Marmoset like it's supposed to (again).
Got to say I just downloaded again, and im gonna buy. Marmosets lighting is damn awesome, its great for have preset light sets you can flick between to get your model working across different lighting conditions.
Any plans to make the Specular Fresnel magnitude mappable. It pretty tough making mixed material models at the moment. if you have conductive and dialectric materials on the same texture sheet your screwed. Also a seperate map slot for gloss would be great
One other thing that would be cool is if there where a way to get the 3ds max camera into toolbag, since when I do presentation sheets it would be nice to have the same view.
It would be awesome if we had an extra slot for a packed texture, that could have each channel assigned to a user definable texture (Disp./Gloss/Transparency etc.
Currently, i find that its awkward to save the correct alpha textures when working on a PSD with multiple alpha channels and multiple maps.
Gloss goes in spec alpha guys, this has been here since the first commercial release.
Yea
What i meant was it would be nice to have the secondary textures in a separate slot in addition to the current system as a time saver when saving textures out.
Generally, when using gloss for example, i very rarely make iterations and its a bit of a pain to save the Spec out using an action, reopen the spec in PS, paste the gloss, resave the spec. . It would be much faster for me personally if i could pack a texture with Gloss/Disp/etc. and then just copy the iterations in there
Gloss goes in spec alpha guys, this has been here since the first commercial release.
people are aware of this, were just saying it would be more artist friendly to separate them. Its not like optimisation is such a critical thing when displaying solitary models.
people are aware of this, were just saying it would be more artist friendly to separate them. Its not like optimisation is such a critical thing when displaying solitary models.
It wouldnt be any more expensive to have a separate texture anyway, as having RGBA costs the same as having 2x RGB
I know from working with 8ml, that I had some similar requests for extra slots, but they were shot down due to running out of texture calls on some hardware. It wasn't a matter of being "slow" but just that some older cards couldn't do it at all. I bet that plays into the choice to do it the way it is now.
Because of the way the IBL works, the shader is running a lot more texture calls than you would think. So some cards that can only do 16, you'll max it out by having too many slots. Sticking something in the alpha doesn't require an extra texture call. - From how I understand it.
I know from working with 8ml, that I had some similar requests for extra slots, but they were shot down due to running out of texture calls on some hardware. It wasn't a matter of being "slow" but just that some older cards couldn't do it at all. I bet that plays into the choice to do it the way it is now.
Because of the way the IBL works, the shader is running a lot more texture calls than you would think. So some cards that can only do 16, you'll max it out by having too many slots. Sticking something in the alpha doesn't require an extra texture call. - From how I understand it.
Cheers, that makes alot of sense. Its a shame theres no way of setting the 7 maps you want to use. I'd gladly ditch translucency, emissive, and detail.
Andy: It may also be nice if you could supply a greyscale map and Marmoset would handle loading it into the alpha for you. So its tranparent to the user and add no extra texture calls. this way so far as the user is concerned they have seperate maps for each thing. but in reality its being stored in the alpha internally.
Andy: It may also be nice if you could supply a greyscale map and Marmoset would handle loading it into the alpha for you. So its tranparent to the user and add no extra texture calls. this way so far as the user is concerned they have seperate maps for each thing. but in reality its being stored in the alpha internally.
Yea i think this might be an idea also
Hopefully the 8ML guys will fix us up with something
Marmoset doesn't support animated UVs, does it? I need to do some animated textures for my brawl entry, and don't want to use udk if I don't have to. I like marmoset too much.
Any clue when another update will be released? Maybe with a xyz widget for object moving in the world space ? The code is there for the light movement would it be hard to throw it onto objects too?
Replies
are you sure your hardware isn't to blame? only times i had machines bluescreening when running 3D software the hardware was always at fault (weak powersupply/defective RAM/motherboard that couldn't handle the system components at full load). that beep might also be an indicator.
Hmmm...I'm not sure. Runs Maya 2011/CS5 and Zbrush simultaneously without problems.
Specs are:
Ram - 6GB Corsair Dominator
Motherboard - Asus P6TD Delux.
PSU - Corsair 850w
Systems fairly new. (9 Months old) and doesn't have a problem running anything else. Infact that was my first ever bluescreen on this rig.
Im going to keep pluggin away though, the program is brilliant.
Also, I really like the results of the image based lighting, but I hope down the line there will be some way to simulate a day/night cycle where the sun's azimuth can be adjusted.
I recently bought a Marmoset Toolbag licence.
Really like to play with the post effects!
I had a problem with overlaped uvs and read the old and new thread's posts
about displaying correctly Normal maps.
I tried Swizzling, moving half the uvs (u +1) before baking, checked the .obj's
normals, but found nothing wrong about it.
I saw the tutorial about erasing the middle seam in the old forum;
but if you look at the screen shot down there, you will notice that half the model
receives light as if the normal map was flipped.
If someone knows how to get rid of this problem, that would be great.
The "object space" trial is done with a "tangent space" map (I know, this is stupid...).
Most of the artists posting here use "tangent space", I wonder how they managed
to display mirrored normals correctly.
baking result. The green channel is different in both. I just had to
invert it, and the problem was solved.
A more complicated swizzling, like pasting red in alpha or something
like that wasn't necessary.
hmm...
Just thought that was weird,
You shouldn't have to flip anything but the green for normals to render correctly.
Maybe its worth double checking your max swizzle settings and also the ones in marmoset? (View> Normal Maps)
yeah that is what I figured... I checked the swizzle setting for Marmoset and what they were rendering out as from max. And everything seems to be correct.
Red is X Green is Y Blue is Z
My normal map looks normal, though the green channel looks like it needs to be flipped. Though that is the only channel that didn't need it when in marmoset.
I checked my uv's and I checked my export settings... everything seems to be fine.
Been up for a good long while... bout to take a nap. I hope it is not something stupid I just overlooked. Once again thanks man.
When i flip the green, everything looks as it should
Could you post a pic of what you are getting in Marmoset?
swear I am using the same files I sent you
Maybe a reinstall of marmoset would be an idea?
I really appreciate your help man. At least I know it is Marmoset...
Cheers!
Sorry that I couldn't be much more help
Really regret that now, as now all of it looks like this :
Not really what I was going for as you can see (no shadows, all of it looks like crap), left is in the editor, right is a screenshot.
Can anyone help me out, to try and get this back to normal?
Have you tried rolling back the drivers?
but my F12 screenshot renders come out like this
When I first installed Marmoset I kept getting the "Access Violation" error we so often get with out of date ATI drivers .. so I updated my drivers to the latest Feb version and Marmoset stopped crashing but now I get this weird thing. I'm new to Marmoset so any ideas will help.
Thanks for the tip, unfortunately that option is greyed out in the Device Manager / properties screen
Driversweeper is pretty sweet and removing all traces of graphics drivers, so you may want to check it out.
Have looked into getting a nice Nvidia card before, maybe this is a good time to switch, if I can find a good one for a nice price
I have a GTX 460 and couldn't be happier with it
Cheap too!
Looking forward to using Marmoset like it's supposed to (again).
Textures should all tile just fine in marmoset - you just need to set up your UV coordinates on the model for it.
Any plans to make the Specular Fresnel magnitude mappable. It pretty tough making mixed material models at the moment. if you have conductive and dialectric materials on the same texture sheet your screwed. Also a seperate map slot for gloss would be great
Second separate map slot for gloss.
One other thing that would be cool is if there where a way to get the 3ds max camera into toolbag, since when I do presentation sheets it would be nice to have the same view.
Currently, i find that its awkward to save the correct alpha textures when working on a PSD with multiple alpha channels and multiple maps.
What i meant was it would be nice to have the secondary textures in a separate slot in addition to the current system as a time saver when saving textures out.
Generally, when using gloss for example, i very rarely make iterations and its a bit of a pain to save the Spec out using an action, reopen the spec in PS, paste the gloss, resave the spec. . It would be much faster for me personally if i could pack a texture with Gloss/Disp/etc. and then just copy the iterations in there
Nice man
What card did you get in the end?
people are aware of this, were just saying it would be more artist friendly to separate them. Its not like optimisation is such a critical thing when displaying solitary models.
It wouldnt be any more expensive to have a separate texture anyway, as having RGBA costs the same as having 2x RGB
I know from working with 8ml, that I had some similar requests for extra slots, but they were shot down due to running out of texture calls on some hardware. It wasn't a matter of being "slow" but just that some older cards couldn't do it at all. I bet that plays into the choice to do it the way it is now.
Because of the way the IBL works, the shader is running a lot more texture calls than you would think. So some cards that can only do 16, you'll max it out by having too many slots. Sticking something in the alpha doesn't require an extra texture call. - From how I understand it.
I wonder if there is a way to detect the card and then enable/disable the extra slot automatically if the detected card is/isnt powerful enough?
Anyway, i did a little mock up of the extra texture slot to show what i mean a little clearer
GTX460 Top 1GB, found one for a nice price, couldnt resist after reading some reviews and benchmarks, thanks again
Cheers, that makes alot of sense. Its a shame theres no way of setting the 7 maps you want to use. I'd gladly ditch translucency, emissive, and detail.
Andy: It may also be nice if you could supply a greyscale map and Marmoset would handle loading it into the alpha for you. So its tranparent to the user and add no extra texture calls. this way so far as the user is concerned they have seperate maps for each thing. but in reality its being stored in the alpha internally.
Oh cool NP man!
Yea i think this might be an idea also
Hopefully the 8ML guys will fix us up with something
Can anyone tell me why this is happening :
Left Object Space Normals Checked, on the right it's not.
Baked using xNormal with the Tangent space box checked in the normal map settings
Here's a shot of my map :
What were the swizzle setting in xNormal? It should be X+Y+Z+ for marmoset. Have you tried flipping the green channel?