Hi there Thanks to the marmoset team to let me play with the beta :) It's definitely a big update and the new system of lighting is awesome ! By the way, the skin shader is delicious. My first try is done with an old model created for the mass effect challenge. So i reused the textures and the result can probably be…
Toolbag 2 supports loading of substance files, which should automatically pipe the correct inputs into the right slots in your material. You can find substance support in the extra module of the material system. Support for substance may be a little rough around the edges for now, so we really appreciate any feedback from…
Yes, there is a new licensing system that is more permissive about this sort of thing (no more clumsy support-email-transfers). You'll have an account login and you can manage your own seats with it. Very much. We have a huge list of stuff we want to add after release, alongside the usual big fixes and maintenance. And…
TB2 has a couple features that make it really easy to load in highpoly meshes: 1. OBJ loader is now super fast and supports extremely dense meshes (millions of triangles), a 5million tris mesh takes only a second or two to load on my machine. 2. Meshes no longer require uvs 3. The material system can be set up entirely…
We don't have an official system requirements list yet. I think DX10 is a requirement, and I'm pretty sure we're going 64-bit only. Windows and OSX (10.6.8 or later). Other than that, you really just want a big beefy video card for best performance, its basically a GPU based renderer so it really stresses the video card…
Yeah, you can easily load any panoramic image (though it should be HDR as well) and then click on the pano preview to place, and move directional lights that are parented to the sky. You can come back and move the lights at any time and the direction, color and intensity will update automatically (you can also manually…
testing some more, i actually found a weird bug with the local reflections where the mesh started gradually turning black i will try to reproduce it again but it seems to only happen when i open 2 characters in the same scene for some reason. so here is a comparison between marmoset 1 and 2 the only difference in the maps…
nothing fancy, just old asset in new TB2. skin is just flat colors mostly just for test. love the SSR, scene management and ability to group things. very helpful. loving the new material system as well as many of the new material/map options. things that would be nice to have including old features that seems to be missing…
Do you guys plan to add support for a metallic mask ? Right now if I get it right, you have to set your metal color in the specular map and set your diffuse to black on the metallic areas to make it work, which goes against the UE4 material system for example, where you put your metal color in the diffuse and simply use a…
We will likely add some more advanced features in regards to scaling. How it will work exactly is still up in the air but different units and things like that are certainly something we will consider. The AO map is a multiply on the IBL diffuse lighting (as far as I am aware), it does not affect the specular, or dynamic…