Very nice piece of kit so far, big improvement over the previous one :) I've got some small requests/ideas that would be cool to see: World space transform and separate transform widgets. Local only is pretty frustrating sometimes, especially for light placement. GGX please :) Area lights please :) Multi/sub - material…
nope, i got it from here: http://jquery.vostrel.cz/reel it might seem a bit confusing at first so let me show you what files and what code i am using. files needed: 1. series of image sequence rendered out of TB2, i used 90 frames and batch renamed sequence to botA000.jpg ---> botA089.jpg 2. index.html file with following…
It's because grayscale outputs from Designer are not read properly by Toolbag 1 and 2. The only solution for the moment is to plug a gradient map node just before your output node, to export an RGBA texture.
Nope; only materials. What's with input occlusion/cavity/height maps having to be in RBG mode? Greyscale, which Knald outputs those maps in, doesn't work correctly.
I'm not sure if this is a bug, and also not sure if it has already been reported, but it's something annoying nonetheless. If you activate depth of field on the camera settings and use Add Transparency, everything gets blurred, ignoring your focus distance. It doesn't happen with other Transparency modes. Here's an image…
I noted some little things : - When you load a substance (works great) you don't have the control for the texture size output. Would be nice to be able to control it. Currently the size seems fixed even if the substance is not. - Grayscale output from Substance Designer are shifted. - If you enter the "rename object" mode…
Here's an article about vray that briefly mentions the difference. I'm assuming it works similarly in Marmoset. Just ignore the app-specific things: http://help.chaosgroup.com/vray/help/150SP1/render_params_colormapping.htm Linear tonemapping: Linear multiply - this mode will simply multiply the final image colors based on…
Another request, I often find the gizmo gets in the way, to get the viewport in focus I find I have to left click in the viewport, this selects something, then I need to click the scene node in the outliner to deselect it. Could you make the ESC key deselect all just like clicking the scene root in the out liner.
https://www.dropbox.com/s/2fbj9vdeooj3y7w/GeometryTearing_and_Rotations_bug.rar Hey EQ, this scene contains a plane that has Camera 2 setup precisely at the right angle so that you guys can see the tearing happening. Also that plane has zeroed out rotations, if you try to move it inside outliner it will "unparent" itself…
To piggy back off of Pior, I've had a lot of issues with Maya's (relatively) new vertex normal weighting, especially when used in conjunction with UV seam hardening scripts. One pain in the ass is that the combine/separate functions tend to re-weight your normals, so if you manually harden edges and then combine the mesh,…