So, I've been playing around with Toolbag 2 and enjoying it quite a bit, however I can't seem to shake this issue I'm having with shadows. I'm getting a lot of strange hard-edge artifacts (see image). These artifacts shift position on the model based on where the light is positioned in the scene, but never disappear…
I have seen this before in the thread, but can't immediatly find it back if there is a solution, but when I capture an image with transparency and DOF enabled. (turn either off these off fixes it) I get these transparent pixels. EDIT: Also getting this bug with tesselation/displacement when lowering the fov and viewing the…
Firstly, I love it, so so good, really digging the scene management and the fact it actually maintains materials :D Some TB2 testing now that I've woke up :3 Some feedback/things I've ran into :D Some of this might already be stated but I'll reiterate my longing for them anyway :3 * Would be nice to scale items * An…
Loving this new tool so far! Decided to start with a small project to suss out the workflow (Wood base is the default quixel wood). Only have zbrush at the moment so I painted the masks in polypaint layers, converted to texture and exported. Want to look into 3dcoat's texture painting, it looks a lot less painful.…
Sorry no ETA yet. We realize this is a priority for you guys so it will be added at some point, likely sooner rather than later. Layering is not currently supported. Layering with masks to blend between different materials is something we will most likely in future update. You certainly can have multiple surface types with…
nope, i got it from here: http://jquery.vostrel.cz/reel it might seem a bit confusing at first so let me show you what files and what code i am using. files needed: 1. series of image sequence rendered out of TB2, i used 90 frames and batch renamed sequence to botA000.jpg ---> botA089.jpg 2. index.html file with following…
I finally got a chance to mess with Marmoset 2 over the last couple days and, of course, it's awesome. There were a few things I missed or thought could be added so I composed a short list. Disclaimer, I haven't read through most of this thread so there's a good chance that these things have already been addressed, there's…
Hey guys, I'm fairly new to Marmoset Toolbag 2 but I've put a couple of props together and got them looking great with no real issues, however I hit a roadblock with this one... I have a simple slab of carved rock. Made the low res mesh in 3ds max and the high res on Zbrush. No problems when baking, normal map looks clean,…
Thanks for the suggestions. 1. Your diffuse should go in the albedo slot, ideally you would remove any baked in lighting or AO, and the AO/cavity maps go in the respective slots in the occlusion module. These should be set to R for simple grayscale maps. 2. The spec map goes in the spec map slot of the reflectivity module,…
Hey guys, I "think" we're arguing the same point here. I would imagine in games rendering with chrome/mirror surfaces you don't want to see any shadows/lack of light on your fully smooth surface because it's simulating reflecting all the light back with no diffuse reflected light component. So in our engine when I say…