Got a few things. The Depth of Field always seems to give a hard transition between blurred an not blurred; this makes it hard to get pretty shots, because if you want, say, half a mesh blurred, you can see a hard transition line. Am I doing something wrong, or is it just the way it is? I've tried all the different…
So it looks pretty good with tangents and binormals, but I wonder if the reflection should be flat on top? http://s2.postimg.org/ak05rk7nd/Toolbag.jpg Same file baked in Xnormal with X+,Y-, Z+ in UE4.2 looks great: http://s1.postimg.org/wuyw1r1ny/Normal_not_sync.jpg Here are the files:…
EarthQuake and team, Marmoset is an incredible tool, I've been waiting for this to exist for 15 years, so helpful. I am especially happy to see the physically based workflow has been integrated as I find this workflow to be so much easier to work with than the traditional spec and reflection maps. I am purchasing a license…
Hi EarthQuake, first I want to say thank you for all your helpfull posts, explanations and tutorials. This means a lot of work, effort and patience. I noticed a little problem and tryed the best to solve it by myself. Maybe it s a small issue and I oversight something. Somehow my normalmap causes some issues. If I increase…
Here we go. http://crazyferretstudios.com/public/reflection.zip DISCLAIMER: this is in no way affiliated with Marmoset.co, and is entirely unsupported both by them and by myself. Loading this shader is done of your own choice and any adverse performance in toolbag should be recognised as a result of that choice.…
Unfortunately there are still a few minor features that haven't been added back in. Toolbag 2 is a complete re-write, so everything has to be writen from scratch. While TB2 is not "feature complete" (and probably never will be, there will always be cool new stuff we want to add) we feel that in its current state it is a…
I just bought a license! I've been playing around with this for a bit trying to see how the shaders work compared to UE4. I noticed that the Reflectivity parameter reacts the same as the Metallic in UE4, but the Gloss Map is sorta the opposite of the Roughness in UE4, where a a light color would mean it's rough (like…
Feature requests for post process: 1. Chromatic aberration, choice of red/blue or green/purple like Photoshop. 2. Bloom renders corrupted when trying to set the values to anything higher than a very small number. 3. Bloom needs brightness/contrast control. 4. Can we have a toggle for screen space noise to use coloured…
So to recap and add a little to the other suggestions 1. Make sure you have the Maya tangent space selected, you will need to do this for every mesh chunk 2. If using newer versions of Maya, make sure to turn off the weighted normals option (sorry I don't know exactly where this) as this breaks a variety of things. 3. Make…
Woooot made a quick and dirty bronze texture to test the workflow. I noticed a few problems. 1) I had this weird thing where my mesh went invisible even though it was still in the scene. This happened after I was bouncing around a few of the secondary specular and reflection options. 2) The toolbag logo moves when I hit…