Author : afisher


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haikai's Avatar
Old (#51)
I liked Toolbag a lot, and things have improved a lot since the initial release. I did have shadow problems with the old Toolbag using an ATI card, but it seems to be better now.

Is there some documentation available? It's a pretty straight forward viewer, but there are some things that I'm not sure how to tweak. I'm having trouble getting the anisotropic shader to look the way I expect it to, and I figure it probably requires a direction map, but I'm not sure how to create one or what kind Toolbag expects to see. I can tell what most of the settings are doing just by testing them out, but I would also love to have abbreviated descriptions somewhere to better understand how to properly tweak them.

*EDIT: sorry, I'm an idiot. I see the documentation now, though I would still be grateful for more detailed information.

I wish we had access to some of the shader functions such as being able to adjust the color of the SSS effect on the SkinEnvironment.

The depth of field effect is nice. It would be great if we could set a focus mark on the model and then have Auto Focus be a toggle so that it would continually set the focus distance for you as you zoom in/out.

Thanks for releasing this. I'll probably get a full license of it soon.

Last edited by haikai; 07-11-2010 at 01:25 PM..
Offline , polygon, 606 Posts, Join Date Mar 2010, Location Redwood City, CA  
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Ark's Avatar
Old (#52)
Is there any chance of getting something like UDK's Meshpaint feature? or atleast the ability to view vertex blended textures?
Offline , dedicated polycounter, 1,398 Posts, Join Date Aug 2009, Location UK  
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kyle.rau's Avatar
Old (#53)
Any sweet discount codes for students by any chance? :P
Offline , spline, 106 Posts, Join Date May 2010, Location Irvine, Ca Send a message via MSN to kyle.rau  
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snow's Avatar
Old (#54)
The shadow problem with my ATI 5870 is fixed, shadows look beautiful. Thanks for making this possible.
Offline , triangle, 346 Posts, Join Date Oct 2009, Location Sweden  
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East's Avatar
Old (#55)
Funny. I was just showing this to Zeus (PC user, not real Zeus) and mentioned how you guys should charge for this so you're incentivised to update it more frequently, and then I walk back to my desk and see the $50 price tag.

$50 is a great price for a competent model viewer.
Offline , polygon, 633 Posts, Join Date Dec 2006,  
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sasuki's Avatar
Old (#56)
So can we import 2 meshs with separate textures?
Offline , vertex, 27 Posts, Join Date Jan 2010,  
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getawesome13's Avatar
Old (#57)
Quote:
Originally Posted by sasuki View Post
So can we import 2 meshs with separate textures?

You most certainly can. However, you cannot manipulate those 2 meshes independently in the Toolbag viewport. There are 2 different approaches you could take:

1) Export those 2 meshes as one file, yet as different mesh chunks. Once loaded in Toolbag, just apply each chunk it's own unique material.

OR...

2) Load 1 of the meshes into Toolbag as usual, setup materials, etc...then under the View->Reference menu palette, load the second mesh as a 'Ref (Reference) Mesh'. The reference mesh will need pre-assigned materials though, because you won't be able to dynamically edit/assign materials on a mesh that is loaded as a 'ref mesh'.
Online , line, 56 Posts, Join Date Oct 2006, Location Waterloo, IA Send a message via Skype™ to getawesome13  
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r_fletch_r's Avatar
Old (#58)
any chance of getting an implementation of 'Quality mode' normals for us max users?
Offline , veteran polycounter, 2,970 Posts, Join Date Feb 2010, Location Ireland  
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sasuki's Avatar
Old (#59)
Quote:
Originally Posted by getawesome13 View Post
You most certainly can. However, you cannot manipulate those 2 meshes independently in the Toolbag viewport. There are 2 different approaches you could take:

1) Export those 2 meshes as one file, yet as different mesh chunks. Once loaded in Toolbag, just apply each chunk it's own unique material.

OR...

2) Load 1 of the meshes into Toolbag as usual, setup materials, etc...then under the View->Reference menu palette, load the second mesh as a 'Ref (Reference) Mesh'. The reference mesh will need pre-assigned materials though, because you won't be able to dynamically edit/assign materials on a mesh that is loaded as a 'ref mesh'.
Thanks a lot man

Last edited by sasuki; 07-12-2010 at 11:06 AM..
Offline , vertex, 27 Posts, Join Date Jan 2010,  
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Chai's Avatar
Old (#60)
Very cool to see this updated !

I have mixed feelings about the new pricetag.
On one hand I don't mind paying for it if it does what's intended, and means finally some updates.
However if it lacks popular features or has any shortcomings (if I want glow, I don't want to do any walkarounds if I pay for the renderer) it will quickly be discarded and not bought.

I don't know what to make of the 20 days trial, what happens when the trial time ends ?
I always end up being too busy to try stuff out and the trial expires ...
Offline , triangle, 393 Posts, Join Date Jul 2006, Location Brisbane, Australia  
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spider2544's Avatar
Old (#61)
You guys just had to release this thing now... I have a clients project I'm procrastinating on right now to play with this haha. guess ill be burning the midnight oil tonight hehe.



There's some really nice additions to this like the ability to render out separate channels that will be really nice if you want to play around with compositing different effects.

the ability to add lights is something i have been dreaming of with this program for sometime. no longer will i have to composite to different renders to fake multiple light sources.

it would be really fantastic to be able to load custom .fx shaders, and to be able to tweak the color of the SSS. after that i think you guys have a really solid model viewer.
at $50 though I think you guys have limited your market to only people who are working professionals, or people who are attempting to break into the business. I don't think casual artists are going to be as willing to shell out that much money for such a limited software especially when there's free solutions like UDK, xnormal, and custom view port shaders. I think a better price point is $20. Personally I know I'm going to wait until you guys either drop the price or add a lot more features.
Offline , null, 23 Posts, Join Date Apr 2007, Location Pasadena, CA  
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East's Avatar
Old (#62)
I ended up shelling out the $50 last night (we had pay reviews yesterday, so I figured as an artist this was a better way to celebrate than get drunk), and so far it's been pretty great.

Your copy protection rubs me the wrong way, though. I understand you guys want to make it difficult for people to pirate this, but realistically it's going to end up on gfx torrent sites within a week anyway with DRM busted, and those guys will use it freely while I'll probably run into trouble if I replace a hard drive, or reinstall Windows and have to jump through hoops.
Offline , polygon, 633 Posts, Join Date Dec 2006,  
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dfacto's Avatar
Old (#63)
Just an FYI, the december 2009 ATI driver for the HD 4xxx series returns an access violation (win 7 64 bit). The updated driver fixes this, so if you're getting these problems you should get the latest files for your card.

Sweet work, it's come a long way from the early versions!

One thing to fix is the alpha map on the 8monkey logo. When you take a screenshot and load it in PS, it has a solid square alpha map which looks bad if you decide to change the background color.
Es fließt durch meine Venen, Es schläft in meinen Tränen
Es läuft mir aus den Ohren, Herz und Nieren sind Motoren

Offline , dedicated polycounter, 1,456 Posts, Join Date Jun 2005, Location Bulgaria Send a message via MSN to dfacto  
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almighty_gir's Avatar
Old (#64)
i think people who've purchased the 3pt shader should get the full version of this for free tbh...
Offline , veteran polycounter, 4,306 Posts, Join Date Nov 2004,  
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CrazyButcher's Avatar
Old (#65)
I think buying a vw should get me a free BMW as well!

edit: almighty_gir, toolbag is from 8 monkey labs, 3point shader from 3point studios. Both are independent companies.

Last edited by CrazyButcher; 07-13-2010 at 07:40 AM..
3dsmax scripts and .fx - pixeljetstream - expressing my own opinions
Offline , dedicated polycounter, 1,346 Posts, Join Date Nov 2004, Location Germany Send a message via ICQ to CrazyButcher  
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almighty_gir's Avatar
Old (#66)
well, toolbag offers nothing that you don't get in the 3point shader, it's just sometimes faster to load that, than it is to load max :P
Offline , veteran polycounter, 4,306 Posts, Join Date Nov 2004,  
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seth.'s Avatar
Old (#67)
ohhh pretty!....I have been meaning to check out marmoset for a while now. I wish I had done it earlier. anyway, must go....I have sliders to play with
Offline , polygon, 745 Posts, Join Date Aug 2009, Location dahn saaf  
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Raider's Avatar
Old (#68)
Need to release an option where u can create a turn table 360 set of images without having to fraps it

Last edited by Raider; 07-14-2010 at 03:24 AM..
LOOKING FOR WORK!
http://www.brettholton.net/
Offline , triangle, 360 Posts, Join Date Mar 2009, Location Brisbane, Australia  
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Zelenkov's Avatar
Old (#69)
Yo, I'm seriously having no luck getting the new marmorset to run on my 64 bit machine. is there an install for 64 bit?
Offline , triangle, 266 Posts, Join Date Feb 2009, Location Dallas, TX  
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getawesome13's Avatar
Old (#70)
Quote:
Originally Posted by Zelenkov View Post
Yo, I'm seriously having no luck getting the new marmorset to run on my 64 bit machine. is there an install for 64 bit?
There is not a 64-bit version available at this time, but the 32-bit version should run without a hitch on a 64-bit machine. We've personally tested it on both 64-bit laptops and desktops.

Feel free to send us your hardware/system specs, and any possible .log files that Toolbag may have spit out when trying to run, and we'd be more than happy to debug it for you.

Send to: toolbag@8monkeylabs.com
Online , line, 56 Posts, Join Date Oct 2006, Location Waterloo, IA Send a message via Skype™ to getawesome13  
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JohnnyRaptor's Avatar
Old (#71)
Hi guys
Im testing out the new version of marmoset and the stooge exporter with maya 2009

I run the stooge mel script, load it up, check write tangents, rig, bone weight & skeleton. then hit export. export window pops up, with "best guess" as file format.

this is where im lost, what am i supposed to export it as ? iv tried writing just any filename and hit export, but i get the following error:

fileBrowser("onExport","Export","",1);
getAttr defaultRenderGlobals.outf;
// Result: 7 //
getAttr defaultRenderGlobals.imfkey;
onExport "C:/Workspace/Transformers/Marmoset_Test/Dance" "";
stoogeExport -bones -oldtangentmethod -o "C:/Workspace/Transformers/Marmoset_Test/Dance" // Error: Cannot find procedure "stoogeExport". //
// Result: 1 //


any help would be appreciated!
besides that, new version looks freakn badass, specially if you can get animation to work in it! hot damn!
Offline , polycounter, 1,251 Posts, Join Date Jul 2008, Location Portsmouth  
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jeffdr's Avatar
Old (#72)
@JohnnyRaptor: it looks like you have the MEL script (which just provides the interface) but not the actual plugin. Make sure the .mll plugin file is in your plug-ins directory, and that it is set to load in Maya (go to Window>Settings/Preferences>Plug-in Manager and make sure "loaded" and "auto load" are both checked for the stooge export plugin).
Offline , spline, 110 Posts, Join Date Jul 2009, Location Philadelphia  
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JohnnyRaptor's Avatar
Old (#73)
awesome! cant believe i forgot the plugin! doh! working great now thanks a bunch! wish i could show some screens ;)
Offline , polycounter, 1,251 Posts, Join Date Jul 2008, Location Portsmouth  
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ironbearxl's Avatar
Old (#74)
Is Maya the only way to get animation into toolbag?
Offline , polycounter, 1,262 Posts, Join Date Oct 2004, Location NY  
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jeffdr's Avatar
Old (#75)
@ironbearxl: yea, maya is the only way we have for now to get animations in. You can get meshes in from just about anywhere though.
Offline , spline, 110 Posts, Join Date Jul 2009, Location Philadelphia  
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