As promised, here is the next in our ongoing series of tutorials for Marmoset Toolbag. This one covers the technical side as well as some contention creation advice(what sort of geometry/content to avoid, image formats, etc). Displacement Mapping Tutorial I really wanted to highlight the displacement mapping features here…
Saman: Yeah we rolled the displacement mapping feature out without much fanfare, so its good to get this tutorial out if only to let everyone know that we support it! disanski, Thanks man, glad you find it useful. Yeah as far as I know we're doing pretty much industry standard techniques here for the technical stuff goes,…
Another awesome tutorial and I just got new video card that has dx11 and this write up makes me very happy :) I could not find any info on the subject in the past and was not sure if the displacement map rendered in max was the kind of map I need :) I guess the info you provided regarding image formats, geometry and…
Hello, i have to dig this out again. iam only used to export displacement maps out of zbrush. youre able to tell zbrush to write a 32bit float exr with informations only in the red channel. Can toolbag handle this red channel data? When i import that exr into toolbag i set the scale center (strange description) to 0.5 and…
So after I wrote this tutorial I was reading over some of the comments in the suggestion thread and started thinking about a terrain system. While Toolbag doesn't support tiling blended layers like you would typically have for terrain materials yet, you can get pretty good looking terrain by importing a simple plane and…
Personally I think Displacement Mapping is going to be most useful for organics, characters, rocks, environment stuff like damaged buildings or rocky roads. For hard surface props like weapons, items etc I don't really think its as useful. You need to have really accurate shapes for hard surface work while organic work is…