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Marmoset toolbag 3 metalness problem
Marmoset toolbag 3 metalness problem








marmoset toolbag 3 metalness problem

I've just done a test between beta 18 and beta 22 and the devs have dialled down the shinyness but IMHO it needs to come down some more.Īnyway, please forgive the ramble but this could be what the OP was talking about currently things can look very shiny in U5. The difference lies in how Unity is using the microsurface map (roughness in UE4/SD4 and Toolbag 2, but maddeningly inverted and called 'smoothness' in U5).

marmoset toolbag 3 metalness problem

Please don't misunderstand me: I'm not using the spec/gloss workflow, I'm just describing how shiny my test assets look. Unity shows a marked difference, specifically in the amount of glossiness (shinyness? specularity? please pick your preferred adjective). Thus I am creating a rod for my own back as there is no 'standard'.Ĭurrently I can report that Toolbag 2, UE4 and Substance Designer seem to produce results that are pretty close to one another. It is in my interest to make sure my assets can be used by as wide a customer base as possible. Export currnt Cage - More file formats for Export baked maps. I'm using the metalness shader in Substance Designer 4, testing in Unreal Engine 4, Toolbag 2, and also taking a look at how my assets will look in Unity 5. Amazing baker, thanks for it Could you add - Extrernal Cage loading and move bursh for Cage. I'm in the process of preparing an asset bundle for the Asset Store. Personally I'm using the metalness workflow. From pre-production to post-production, Toolbag is an essential tool for every 3D artist throughout their. With that said I have to point out that I can only guess which workflow the OP is using. Marmoset Toolbag is a powerful real-time rendering suite bundled in a tidy package. Creating the Fearless Robot Huntress in ZBrush & Substance Painter. Making a Chair Diorama in ZBrush, Marmoset & Blender. So whenever you start a discussion like this, especially where it is possible to use both/either the specular or the metalness workflow, I think it is important to state categorically which one you are using. Piotr Zielinski talked about making an ancient book in ZBrush, explained the texturing method, and discussed the advantages of Marmoset Toolbag.

marmoset toolbag 3 metalness problem

Im using the metalness shader in Substance Designer 4, testing in Unreal Engine 4, Toolbag 2, and also taking a look at how my assets will look in Unity 5. Im in the process of preparing an asset bundle for the Asset Store. See? I think I've confused myself already. Personally Im using the metalness workflow. These kinds of discussions are a nightmare because there is no actual PBR 'standard', so when someone is talking about the 'specular' they might not actually mean specular map usage, as such, but the overall 'gloss' values manifesting themselves as a surface which seems to have a lot of 'specular'.










Marmoset toolbag 3 metalness problem