I cant remember if i've brought this up but have the problems with metalness been reported yet? for example, if you have a dark surface like paint, and you want to add a thin scratch to this which breaks the paint and shows the metal underneath, you get a white outline around the scratch. I can set up an example tomorrow…
Hello, I'm loving Marmoset and have gotten my work to purchase it. We've been using it on a stop motion film for look dev which is pretty exciting and maybe the first usage of it for this purpose (who knows?). Everyone's really impressed and happy with it. I just had a couple teeny feature suggestions that may or may not…
I have a question and I'm not sure if it's already asked so, there: Any plan for a node tree system for texture like UDK4 or 3ds max does? that would be really fantastic ! :D
Hmm the FBX files I use come with their own tangent space, which is used instead of the default setting. edit: also I seem to recall there used to be an "apply" button in the material pallet. Was pretty useful for applying a material to multiple subobjects at once. Its gone now though :(
I'm not sure if there is a way to do this or not, but if you want a characters eyes to glow, with a bloom (like have the glow come off the surface) is this possible? I can sorta achieve this if I just dial up the post effect bloom and mask the area I want in photoshop or something. But it would be nice to view it real time…
here's one that i suppose may have come up already but it's a pretty basic workflow issue for a team - you have your scene all setup, then the lead passes on a new scene file with changed lighting settings to merge your stuff into. would have been easy in toolbag 1 since it stored the meshes and materials as separate…
Hi toolbag developers! I like toolbag and have a couple things to look at. The first one is feature request: Often when your model is in progress you need to look at pure color of your maps: albedo, spec, gloss, etc.. so if there would be an option to quick switch between render modes to see pure albedo, spec, gloss..…
here are a couple feature requests that came up in the last few weeks: - global toggle for mip map and filtering switches that affect all textures in the scene. for getting crisper renders when zoomed out - display mesh data (triangle count, etc) for multiple selected meshes, same for selected folders or groups too (summed…
Thanks for the suggestions Do you mean in the viewport or in captures? A workaround that I do is to max out sampling and render very, very high resolution and then size down. The higher resolution you render, the better SSR looks. Unfortunately we looked into this and it isn't something that D3D11 does natively (line…