Here it is folks, the 2.03 update to Marmoset Toolbag 2, adding DOTA 2 shader support along with a few other features and bug fixes.
http://www.marmoset.co/toolbag - download the trial there or launch the app to get the auto-update.
Heres a quick video rundown as well:
http://vimeo.com/87235066
Note: Some stuff has been added since this video was recorded, like direct VMT file loading.
Feel free to post any questions, thoughts, feedback, and work that you guys create with this here. Feedback etc can also be posted in the main thread:
http://www.polycount.com/forum/showthread.php?t=128766
Replies
Thank you!
Now I have to buy this.
Nice work! thanks again Marmo guys!
I think if there is a radiant/dire 360 background image it will be much better.
P.S. We should tell valve to include VMT files in the workshop files.
As you can see, the gemstone is fully white and the specular appears to be quite a lot higher than it should be.
I'm sure it';s more than likely I have just done something wrong somewhere but if you guys could shed some light that would be great.
Of course, but isn't the idea to be able to use the ingame settings to have it accurately appear as it does ingame?
Yes, the VMT is there next to the Marmoset screenshot.
I mean which VMT do you get the numbers from? Looks like you use wraith_king_shape.vmt, and not wraith_king.vtm. The numbers are different. Also the lights affect the shading, so you might want to try with different settings.
I used wraith_king_helmet.vmt, which has the exact same specular exponent, sepcular scale and rimlight scale as wraith_king.vmt
Still, this doesn't explain why the colour codes are in the format "[1 1 1]" or similar. Without knowing the format of the colour codes, it will not have the same rimlight and specular colours as ingame and they will default to white.
Don't get me wrong though this is an amazing tool and it's definitely very open to customization for promo pictures etc.
aaaahhhh I see, I knew we just needed someone who would be able to decipher it! Thanks Praetus!
So what would [1 .8 .8] be?
Just hit the numbers on a calculator. 255*.8=204. This works well for numbers under a value of 1 or floating point stuff. If the values are over 1 (as in the case with [1 4 1]) use something like this. 255/4=63.75 which I rounded to 64 (when I put it into marmoset it put it as 65, though I don't know why. It's close enough, anyways.) I took this number and multiplied it against the other values. In this case they were both 1 so it was easy.
If the numbers were say [ 1 4 3] as an example I would say 255/4 (as it is the highest number)=63.75. 63.75 * 1 = 63.75. In that vein 63.75 * 3 = 191.25 which I would round to an even 190 for ease. Your input would be [65 255 190].
At least this is what I would do. Who knows I could be wrong. Earthquake, can you verify this?
Thanks for a the feedback, a few things:
A. Your specular color setting in the VMT file is commented out (//) so that will not load, if you remove the comments that should come through.
B. Can you post the same model in game or in the valve model viewer? Its hard to really tell if the settings are correct or not without some frame of reference.
C. A specular multiply of 19 is a very high value, so its not particularly surprising that the reflection appears very bright. Is this based off of an existing character? If so, how does that character appear with it's default content loaded?
D. It looks like the rim light color isn't coming through, but it should, can you get me a copy of this content (the VMT file and all the textures) so we can test the loading on our end?
praetus' math for converting basic spec color values like [1 0.8 0.8] is correct.
For values like [1 4 1] its more complex as this is actually an HDR color value and hdr values can't be entered directly into the color picker. Here's an in-depth explanation on the conversion from Jeff.
Hope this helps.
(hope the picture works)
Bought.
Fantastic job guys.
So two things:
First off, you need to add a transparency type to the transparency module, you probably want cutout in this case. Click the dropdown on the right corner to pick the type.
Secondly, it looks like you have "Alpha from normal map" checked, which means the shader pulls the alpha out of the normal map alpha. Turn that off if you want to use the diffuse alpha.
You mention that the newest version has direct .VMT loading but I can't find where to do this anywhere, and it's not covered in the tutorial/ overview video. Where's it hidden?
this was just answered for me. if you click the dropdown menu where you select the dota 2 template, hit import and you can load it there.
Ah - yep your right. Thanks for the pointer - I'd never have found it looking there
Awesome
Any plans for supporting animation? Quite important for Dota presentations, especially couriers.
Anyway, my question is, what about mask 1 and 2? should they have sRGB ticked? I feel like a complete idiot for not being able to tell, but... the results aren't obvious. In the meantime I'll just do what happens to look better at the time, but it would be cool to know what's accurate.
Here's a post from EarthQuake on the Marmoset 2 thread:
Not sure about the masks. I'd love to hear some more info about them.
Agreed. Great idea.
Im just missing the intensity of the rimlight, maybe is an option that i didnt find yet. here is the same render with the green channed of the mask 2 turned off on marmoset
also the rimlight is a little blue in dota, here is the blue version with a little less brightness on the hdri (because puush messes a little with the colors)
Gotta say that i wasnt expecting that great result with that small time. amazing work guys
i think it was the one with a road
also started playing a little more with the render. the option to use occlusion on the dota shader is great, you guys have no idea how i wanted that on SFM =]
I made some changes on photoshop but not much, also the feature of save and open the file is great. everything worked pretty fast