Is there a way to get reflections in Marmoset Toolbag? I was using dDo and it looks like I can get reflections in the Marmoset preview (now with skybox) but in Marmoset actual, it looks like all the skybox does for me is create light based on my cube map?
Yeah, check the "Use Specularity" checkbox. The Glossiness(Specular Sharpness) controls the strength of the cubemap. If you want to use a specific Gloss map, put it in the alpha of the spec map and Marmoset will recognize it.
I think in Marmoset, you have reflections by default. Because as I know its specular system is based on cubemaps. But this is easy to check out. Use white specular map with white glossiness map. Or use the maximum possible value for specular and glossiness.
I place a cube in Marmoset. The diffuse is pure black, the specular is pure white and the alpha within the spec (the gloss map) is also pure white. Together they give my mesh a chrome surface but regardless, I do not have any reflections. I even tried enabling the skybox, thinking reflections were linked to that?
Unfortunately what you really want is some sort of real time reflection feature which is not available in Marmoset Toolbag 1. Upping the polycount of the floor will not help, the floor will only ever reflect the section of the cube map that it currently does, the scale of the object is more important than the density of…
Increasing the tri count doesn't change the shape. You're still only getting reflections on a flat plane. Refer to the image example in EarthQuake's post. The cube and plane don't have as much detail in the reflections compared to the sphere and cylinder. Your spec map controls the brightness of the reflections and your…
Marmoset Toolbag 1 does not support realtime reflections, ie: one part of your model will not reflect on another part of it. It does however support cubemap based specular reflections, as the default lighting method uses image based lighting, that will reflect the lighting environment. More on the lighting system and…