Hey, posting here because I'm troubleshooting an issue I'm seeing on my model in marmoset. The issue manifests when I load in my normal map. I've checked my that area of the normals and I can't find anything that would cause this type of sharp cut. I can't see the issue when I load my normals in 3DS Max.
Hi guys, I seem to be having some problems with the size of the shadowmaps when I use spotlight shadows. The castshadows look very pixelated and I can't seem to find any other fix than to just set the light to a really small angle and duplicate it a few times. However when I look at the lighting tutorials marmoset provides…
Mipmaps when used with smaller texture sizes (32-256px) generally blur out any sharp details you add and cause aplha planes to look a little fuzzy, also in these lower texture sizes the UV's are tightly packed which can result in some edge bleeding too! If its not too much of a hastle an option to disable the mipmaps would…
Hello, You place your gloss map in your specular map's alpha channel, and then make sure to save the texture as 32 bit. The gloss map will load automatically. Set the specular sharpness to max (256) so the gloss map will have full control of the values. I wrote a more in-depth tutorial about the material system, which you…
I did some more digging and it seems my gloss map stored in my specular's alpha channel is at fault. At work we have the gloss controlling tightness and broadness only and didin't realise Toolbag has an additional control called specular sharpness to controlt he intensity of the gloss. From personal preference, I'd rather…
That's not an accident, in fact its actually a bug fix. Previous versions had a problem where fresnel settings would (incorrectly) also affect the specular sharpness. As of 1.02 this has been fixed, but you may see some changes on models with nonzero fresnel settings, such as your gun there. Mark was going to make a "here…
Hi, first off thanks for the suggestions. Luckily most of these features are already in or are planed for Toolbag 2.0. Cubemap support is already in Toolbag 1 however, the default image based lighting uses cubemaps for diffuse lighting, and cubemaps for specular lighting. If you want more reflective materials, turn up the…
since the fresnel slider no longer affects the specular sharpness, you can't achieve very glossy materials anymore unless you have a bright, washed out gloss. that gun is a perfect example, since the grip is a hard plastic, the black metal is fairly glossy, and the stainless steel is super shiny. as you can see from flat…
Marmoset seems to ignore specular if alpha is transparent and I can't find a way to change that. I want to have a transparency with specular, is there a way to do this? If reflection support is in the next upgrade and I can sort out this alpha specular problem I'll definitely buy this. edit: I sifted through the thread and…
The best way to do glass is with the ComplexRefraction Channel Model(very top of the material tab). There isn't much documentation on this feature, but this is the basics of how to use it: A. You need a 32 bit diffuse texture, the RGB defines the color like a standard material, and the alpha channel is a mask to mask the…