Well two things: A. A normal map is required, if you clear that slot its going to load something random from vmem, so weird things are bound to happen. B. Specular reflection is going to show smoothing errors to a much more extreme level than flat diffuse lighting. In toolbag 2 we will have a variety of tangent space…
Well, the new material is fairly straightforward. It uses a grayscale map on UV channel 2 to blend between two layers of diffuse, specular, and normal maps. To get a mesh with two uv channels, you need to use either the .mesh exporter from maya, or an fbx file from your favorite modeling app (the obj file format does not…
I have an issue with transparency: So the 2 screens are exactly the same setup except the bottom one at a slightly lower camera angle. The mesh behind the glass just render and fail to as I cross a certain angle. I have the transparency in the alpha channel of my diffuse map and blend mode set to alpha. Is my setup wrong?…
Hey. I am using marmoset and it is very useful tool. But here I will list some bugs or limitations I have encountered so far: 1. I have 10 materials and each of them has 4k normal,spec,diffuse. When I add 11th material the app start lagging so much that I cant even use it. 2. High supersapmpling make highlights less…
Mesh loose materials. Did you notice that if you open an .obj mesh and apply materials to it and then save as .mesh, it loose the material when you close and re-open? It works fine when you use an .fxb first. I though that saving as .mesh was a new format, but obviously there is someting remaingg that make a diference if…
This just happened to me as well with Kapersky. Even setting it to a trusted application does nothing as Kapersky quarantines and deletes the toolbag.exe file every time I boot my system up. :poly118: I have to reinstall Marmoset every time I boot my computer if I want to use it, but thankfully my license information stays…
Thanks for the reply. 1.I used the flat normal map and got the result like this: same issue... 2.I exported the mesh from maya and leave "normal" on. 3.I welded the uvs,and still got the same problem. Infact I got the same issue in another model but it appeared at a not very visable place so I ignored.And this time I met…
Are you baking the mesh with only 50% of the mesh (split vertically)? It you only with baked 50% of your model, it will cause a seam. Really you need to bake slightly over 50% of the mesh to stop the seam because you are breaking the normals if you split a mesh straight down the middle, bake using that mesh and then…
Thank you for your answer :) About cubemaps, I was thinking about a direct support in an appropriate channel in the shader. I think this would be awesome since it's pretty easy to compute a cubemap from a 3D scene. For the reflections I had to create, I used the double environment shader with a transparent texture in…
You have found a new PSD bug, congrats! Some PSDs without alpha channels are loaded incorrectly and do a weird grayscale tiling of what looks like separated color components. The work-around for now is to always add an alpha channel to the PSD. EDIT: This was actually a byte-alignment problem with all our non-power-of-2…