Thanks for the suggestion. Yes I agree. As to why its not in there yet? Too much cool stuff to add and not enough time. Marmoset is a very small team so unfortunately its just a matter of resources. Thats odd, the widget GUI certainly shouldn’t go away, does it come back when you restart toolbag? Can you reproduce this…
Yeah I was just testing it with the tonemapped 16-bit file. With the HDR I get better results but the lighting is still pretty flat. It's better if I manually add the lights, but it's hard to do with so many lights in that little editor. Any way you could make the light editor bigger? I tried playing around with the…
Yes. When you have a solid color background, that's the easiest way to show how your textures look when the mesh is moving through light. I think that's harder to show when the light is linked to the mesh. I hope that makes sense. One way would be to allow the lights above the scene hierarchy or simply add a "Static"…
Hi. Thanks earthquke, I'm glad that you've added it. I found an interest article about tech from The order 1886, using a tech called aniso Kajiya to get some realistic specularity at their hair shader. There is also a new tech called Marsechner as well. I'm not a tech guy, I don't know if you are using something similar to…
Yes that is correct, the sky/image based lighting does not cast shadows. You need to add dynamic lights (by clicking in the sky editor or placing them by hand). Unfortunately it would be much too slow to cast shadows from the sky, as every pixel essentially represents a point of light and we would need to cast shadows from…
Not sure if this has been discussed before, but I'll throw it out there anyway. Is there currently a way, or would it be possible to add a new feature, that would let me transfer materials between scenes? If I've got some sort of really sweet lighting setup in one scene and a super awesome material ready to go in another,…
We have a variety of things we need to tweak for better substance support and well look into what we can do here, it may be a limitation of Substance though. Ok that makes sense. Any specific reason youre loading in your own cube map mesh, instead of loading the background image into the sky lighting system? I asked…
I loveeeee FOV on the mouse wheel. :poly124: Previously we had move/zoom on both alt+RMB and MMB, so two controls to set the same value and none to set FOV. I think the ability to set FOV on the mouse without messing with sliders is nice, but I like to tweak FOV a lot too. Yeah I totally agree, we'll never find the perfect…
-Most paints are Polyurethane, which has a similar reflectance of plastic, plexiglass, and some glass. -This range in Hue/Saturate/Brightness is mostly between ~22% and ~24% or 25% brightness. In Hex, between 393939 and 3e3e3e. These are just gray colors, in gamma space. -You can add some color for a "colored" plastic…
Well, since secondary spec can't load unique textures, the best way to get that look is probably the same thing I did with the eyeball example earlier in the thread. 1. Make your undercoat material 2. Duplicate the mesh chunks that you want the car paint shader on 3. Set up a glossy material with additive specular. Add a…