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is the fingerprint thing locked to a certain set of hardware(not too keen on this). i dont suppose you guys could sell it via steam, like darkest of days?
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, triangle,
262 Posts,
Join Date Nov 2004,
Location washington dc
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I've used the free version briefly and was wondering if the full version could be used for environments made up of lots of seperate objects?
Fist of the North R*
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, vertex,
46 Posts,
Join Date Jun 2006,
Location UK
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Node locked means tied to your hardware. Like they said there is a tool for moving the license.
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, veteran polycounter,
2,970 Posts,
Join Date Feb 2010,
Location Ireland
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Does it already have support for glow maps?
edit: saw the post, it already does
Last edited by boyluya; 07-09-2010 at 07:24 AM..
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, triangle,
350 Posts,
Join Date Jun 2009,
Location Philippines
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is it a consecutive or non-consecutive trial base?
the lights are great and easy to setup. love it, love it, love it. more than worth the money for the hard work IMO. great job.
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, dedicated polycounter,
1,641 Posts,
Join Date Jan 2009,
Location North Carolina, USA
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Nice update, however i can't get emissive to work correctly.
The desired area is lit when it's dark, but it doesn't actually produce that glow fog/halo around it. I can up the bloom to get the effect but then I also get it in unwanted areas.
Will buy it when I get some cash :P
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, vertex,
27 Posts,
Join Date Oct 2009,
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$50 is peanuts considering how awesome this is and that people would happily pay more for a game which will have a much shorter lifespan imho.
Great job guys!
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, dedicated polycounter,
1,671 Posts,
Join Date Mar 2007,
Location United Kingdom (Hampshire)
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indeed great value for the money, u guys have done a wonderful job with it! totally woth it!!
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, vertex,
33 Posts,
Join Date Jun 2009,
Location prince edward island
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watching this progress has been a joy. i really really like the new feature set!
-PSD's take a little bit to load, but it seems like it works well.
-Dynamic lights! I can finally add a rimlight to compliment the ambient lighting.
-GLOSS YES YES YES
-The new cubemaps are great! Riverside ambience is really, really good. It seems to be missing some of the old ones, though.
-Bloom is finally nice and smooth. No more choppies,

Last edited by Racer445; 07-09-2010 at 03:03 PM..
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, polycounter,
1,097 Posts,
Join Date Jun 2008,
Location the slums of shaolin
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Damn that looks nice Racer.
I take it back about the price, I just downloaded the trial and suddenly the $50 became irrelevant! Very very cool.
I strongly suggest anyone who is unsure to give it a try.
Now I just wanna model guns though 
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, dedicated polycounter,
1,809 Posts,
Join Date Aug 2009,
Location Warwickshire, UK
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Really great work with this update guys! I tried it for a couple hours and bought it. It has all of what made the previous version awesome but adds everything it felt like it was missing before and more. The custom lighting on top of the cubemap ambient is fantastic. The DOF too. It's a lot more polished and user friendly as well. A definite improvement all around and easily worth the price.
I'm actually redoing my portfolio right now and I'm excited to get some new renders done of old models using this new version. 
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, polycounter,
1,257 Posts,
Join Date Mar 2009,
Location Vancouver, BC
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Hey jeffdr, Great news about Marmoset, I posted the same thing on CGtalk, just wondered if there was any chance of a 'unemployed artist' status for Marmo? As I`m sure if I had money to spare, I would get marmoset to use for a engine viewer etc.. just cant justify it atm. :/
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, spline,
143 Posts,
Join Date Apr 2008,
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Hey guys, how to make my glow/emissive to "actually glow?" Right now it's just acting like a self-illumination.
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, triangle,
350 Posts,
Join Date Jun 2009,
Location Philippines
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Quote:
Originally Posted by boyluya
Hey guys, how to make my glow/emissive to "actually glow?" Right now it's just acting like a self-illumination.
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I'm wondering this too.
I'm assuming it's pretty tricky to achieve in shader language (although I know absolutely nothing about shader language) as I think Xoliul was saying the 'glow' is kinda a post-effect that's usually handled by the engine rather than the shader whereas the shader emissive just controls the amount of SI.
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, dedicated polycounter,
1,809 Posts,
Join Date Aug 2009,
Location Warwickshire, UK
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Turn the emissive intensity up then play with the bloom settings in the post tab. That's all you can do I think.
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, polycounter,
1,097 Posts,
Join Date Jun 2008,
Location the slums of shaolin
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Maybe allow backwards compatability for the old sky env maps would be nice or maybe some kind of work around to use them as well.
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, triangle,
466 Posts,
Join Date Feb 2009,
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@BigErn: we feel for folks in that situation, but as of right now we don't have a discount for unemployed or students. I don't know that we ever will, but 8monkey will at least think on the socio-economic implications of price discrimination for a while.
Some details on how the emissive is rendered vis a vis bloom. Since bloom is part of the post effects pipe, it uses the full color render result as input (any pixel can bloom). Some engines use the emissive channel as the sole input to the bloom function and that would give the kind of control over the effect that I think some of you are after (but you would lose bloom on brightly lit surfaces or spec highlights). For better or worse, marmoset doesn't work that way.
What you can do, however, is what Racer suggested and mess with the bloom settings in the render tab. Of particular importance is the bloom gamma, which is an exponent applied to the color signal input for the bloom. Higher numbers here will "tighten" the bloom to just the brightest spots of the image.
Edit: another idea. You can take separate shots of the emissive channel and diffuse/specular, and composite them in photoshop however you like (see the Render>View menu) . A bit of a hassle but would give you a lot of control on how things are composited.
Last edited by jeffdr; 07-10-2010 at 02:56 PM..
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, spline,
110 Posts,
Join Date Jul 2009,
Location Philadelphia
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Hey I got a problem. I got a 64 bit Vista and the old toolbag works great on it, but I downloaded and installed the new trial and every time I run it, it gives me this access violation error....? I'm not sure where I went wrong.
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, triangle,
266 Posts,
Join Date Feb 2009,
Location Dallas, TX
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Quote:
Originally Posted by Zelenkov
I got a 64 bit Vista and the old toolbag works great on it, but I downloaded and installed the new trial and every time I run it, it gives me this access violation error....? I'm not sure where I went wrong.
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What are your system specs? Are your graphics drivers up to date? I'm running vista 64 and I'm one of the guys who wrote the blasted thing so it should work.
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, spline,
110 Posts,
Join Date Jul 2009,
Location Philadelphia
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I have ATI HD 5870 8 gb of ram Vista Ultimate. I just got this computer like a month ago and installed the old toolbag with no problem along with all the requirements for it. Are the drivers same ?
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, triangle,
266 Posts,
Join Date Feb 2009,
Location Dallas, TX
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Since this now costs 50$, will you be updating it from time to time? Like fixing a "real" emmisive?
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, vertex,
27 Posts,
Join Date Oct 2009,
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Looks awesome. Anyone tried placing lights in the scene? I noticed that the widget is acting kinda weird, I mean sometimes I can grab the arrows, move and rotate the light around, but sometimes it seems that it just doesn`t work and no matter where I click.
Anyone encountered anything similar?
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, null,
9 Posts,
Join Date Jun 2007,
Location Kaunas, Lithuania
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I experienced shadow issues with an older version of Toolbag using an ATI 5870. I heard Ati cards didn't handle shadows well, has this been fixed?
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, triangle,
346 Posts,
Join Date Oct 2009,
Location Sweden
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Really awesome update!!
One question here: I didn't find any slider to change the skylight(IBL) intensity. Do we have this kind of function?
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, null,
5 Posts,
Join Date Feb 2006,
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Yes, we will release updates periodically, and I'm already working on fixes for a point release.
@mod: known bug, the FOV slider control seems to break the light selection and manipulation, as you describe. Setting the FOV to exactly 60 degrees is a workaround for now, this will be fixed in future builds.
@snow: We saw some artifacts on the Radeon 5000 series as well, but this was for the old shadow algorithm. The new version might give you better results. If it doesn't, or if there are still artifacts, let us know.
@Aaron_Fang: Skylight exposure slider is a good idea, I think we missed that one. If you're game for it you can edit exposures in the .env files manually (base/sky/*) if you'd like to change exposures on the light. But the slider is another easy change that we'll throw in the next update.
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, spline,
110 Posts,
Join Date Jul 2009,
Location Philadelphia
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