Ah ok, this is a known issue, though it was improved with 2.01 I believe. Have you updated to the latest version? The SSAO works differently with the skin shader than other materials. With the skin shader, it blurs the SSAO, you can adjust this with the occlusion blur slider. Play with this and let me know if youre still…
Sorry, I dont think there is currently. I assume you want just your mesh to rotate while everything else remains static? The bloom settings are located in the per-camera settings now and should give you even more control than the TB1 bloom. For instance, you can control: Bloom Brightness, this sets the brightness value…
Sorry, I do not think I can provide a solution for this. With additive transparency, any overlapping faces will get added on top of each other. Im confused by this image, you say no transparency was set, how did you get a transparent object without using transparency? Yes, all of that sounds cool. I think ideally we will…
Currently there is no way to do this, but I will add it to the suggestion list. This is an interesting idea, but probably not feasible due to large differences in UE3/UDK lighting and material system and what TB2 does. In addition to Froyoks suggestion, try resaving the texture in photoshop, a simple resave may work, if…
Unfortunately there are still a few minor features that haven't been added back in. Toolbag 2 is a complete re-write, so everything has to be writen from scratch. While TB2 is not "feature complete" (and probably never will be, there will always be cool new stuff we want to add) we feel that in its current state it is a…
Thanks for the files, the precession bug should be fixed in the next build, the optimize thing were not sure about, that may be a Max bug. Sorry weve got some issue with Substance files out of SD4, we got this feature in before SD4 was released, were going to have to add full SD4 support with a later update. Well these…
Sorry no, there isn’t anything you can do about the bokeh transition, the harsh edge is a technical limitation. Thanks for the feedback! By instancing do you mean duplicating in Toolbag itself vs loading a mesh multiple times? There would be no difference in that case. Meshes instanced in your 3d app will not load in as…
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…
Thanks for the extra info. If you want to know a little bit more about how the current shader works, check out the skin shader tutorial for skyshop. http://www.marmoset.co/skyshop/learn/skin-tut Its not exactly the same by the skyshop shader is basically the TB shader ported over to Unity, so many of the features are…
Yeah :-/, I can't say you're wrong about this. A big part of the problem is you have a photo of skin for your albedo, lit evenly with white light from all angles to make for a nice texture. But all that omni-directional light is already scattered in your photo. This wrap lighting and energy conserving tint is an attempt to…