Hi Guys New to Toolbag and the beta as I come from the other side of the rendering fence. Just took my first stab at Marmoset for OS X. Hoping I may be able to use it in my pipeline for testing before hopping into RenderMan. Here's some initial, random feedback. I'm testing this on an older 8-core Mac Pro, 32GB RAM, OS X…
Regarding the gloss/roughness value sliders. I'm all for a correct workflow but there is still a need to preserve some level of backwards compatibility regarding textures that are non PBR compliant. At least there should be a fallback mode for TB1 scenes so people are not forced to retexture already finished scenes rather…
I've been playing with the beta and have been really enjoying it. I've been playing with the skin shader and have had some pleasing results. i've also put together my first weapon model, the Scar-H. both are still work in progress as I'm still experimenting with textures for the physically based rendering some feedback:…
Yes, please try that and see if it fixes your problems. If this works it may help us narrow the bug down. TB2 from a code perspective was completely re-written, so there may be issues unique to TB2 that you were never a problem with TB1.
Thanks for checking it out dude, I can't wait to see what you can do with Toolbag 2. No, everything is saved in one central scene file now (aside from the actual texture maps). You can import and export materials though, click the little arrow next to duplicate in the material editor and you should see import and export…
All tessellation in game engines will suffer from the same problem with the mesh breaking apart at the UV borders so I wouldn't expect that to get fixed any time soon tbh. It's down to the limitations of the algorithm that's being used and it's exactly the same in UDK and CE3 afaik. You would need to use fewer UV shells or…
Sorry, but I don't have time to check what was changed; if my info. is outdated than sorry ;\ 2 key features that could makes this soft interesting for me: 1)Have to supports materials ID 2)It could be a game changer if this soft could export created shaders....in some kind of code? Or other way. I just want to have…
Pre-order discount! The beta will continue as a private beta until launch, at which point we will have a trial version available for everyone to try. Due to the positive reception we've gotten so far and the great feedback from our private testers we've decide to skip the public beta and go straight to release. Anyone who…