1. Create a dedicated forum directly on the Marmoset website. Why something like this does not exist already is beyond me. When people have a problem or question related to Marmoset Toolbag, they need to find a solution, and they might need it rather quickly. I am active in the Substance Painter community on the…
Hi, glad this has been added to your suggestion list, I really hope both camera FOV keyframes and un-compensated scale will be supported shortly, I really need them for my current project 1. My models always reimport their own uncomplete shaders, most of the time I start my shaders using presets I've made in toolbag, and…
Yeah, I would love shader graph indeed. In fact i would so much prefer if Adobe just add SPainter brush engine to Substance designer, I would love to see node graph in Marmoset texturing tool too. Just like Mari having it and 3dcoat promised recently . In many cases the graph is easier to comprehend , read and remember…
there doesn't need to be a distinction between them, a shader graph which makes a final shader like ue4 can be used in the same fashion as substance designer. The distinction between them is the fact that substance has more nodes for texture creation and exports the results to texture maps rather then to a final shader…
ok nevermind, I now realize you also need to adjust the glow parameter for it to work if you don't have a texture map. I tried this but forgot I was in draft mode. my bad
It would be great to get the ability to import substances that was previously in version 3, this would help a lot of users migrate from or use tb4 in conjunction with the substance suite. If it does come back a nice way to use it in painting would be needed as well.
@NhodgesVFX @gnoop not sure if a "shader graph" as used to build what will receive your maps both in-game and in-previs (Toolbag) is the same and has the same impact than a "texture graph" (aka what substance designer do). I think at some point it could be nice, indeed, to be able making crazy smarmaterials graphs like we…
Well came up with another idea i really think could work well, I am not apart of any beta,alpha so if this comes out or is already implemented i just had a good guess. Ability to make your own shader configurations, so adding to the materials anything you want specular then [+] <under it add a specular color , ect,…
support back all scale methods in animations like in 3.03 could be supercool (like suggested here : https://polycount.com/discussion/220323/non-compensated-scale-on-a-child-joint-makes-its-rotate-wrong-if-parent-joint-has-a-non-uniform-scal#latest I really hope you're working on a fix), since it was actually the only…
A few more suggestions : -Add default subdiv method in prefs so you can decide to use PN triangles instead of catmull clark by default -Allow to modify common properties of multiple selected assets, for example if I select 5 meshes, I want to be able to activate backface culling on 5 with one clic, change their default…