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Hey guys my mesh has some weird seams when I import the scene any help would be great! 
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, triangle,
282 Posts,
Join Date Feb 2010,
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Congratulations, you have some n-gons ! ^^
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, polycounter,
800 Posts,
Join Date Jun 2010,
Location Namur, Belgium
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I had something like this when my mesh did not have proper uvs
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, line,
76 Posts,
Join Date Aug 2010,
Location Finland
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Ohh ok thanks guys!
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, triangle,
282 Posts,
Join Date Feb 2010,
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Trying to achieve something like this in Marmoset, not sure if it's possible or if I'm just doing something wrong (I suspect it's the latter).
My current attempt:

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, triangle,
444 Posts,
Join Date Aug 2007,
Location Pennsylvania
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I guess you can try to fake some particles with some square polygons + clouds textures and their own alpha. And to get the glow use a powerfull emissive map with the Bloom enabled in the post-process.
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, polycounter,
800 Posts,
Join Date Jun 2010,
Location Namur, Belgium
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turn the blending mode to additive
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, veteran polycounter,
3,192 Posts,
Join Date Sep 2006,
Location Berlin Germany
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created anisotropic material tweaks?
on 06-24-2012 04:22 PM
Oh, weird, I originally posted this in some dev version of the polycount forum stuck in February or something... anyway:
Finally got around to testing a model out in 1.05, and I have a question about the AnisotropicEnvironment material. Is there a way to edit the material so that it doesn't get so dark? I can't help but feel that the shader makes things more highly contrasted which is probably good for metals, but for something like hair it feels a little strong. Here's an example with a sphere:

Not that I would really know how to edit shaders anyway, but I took a look at the shader files, but none are named in a way to suggest which ones would have settings related to anisotropy. I hope this is possible because I'm mostly interested in the highlight behavior. Thanks!
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, polygon,
606 Posts,
Join Date Mar 2010,
Location Redwood City, CA
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Two questions I can't seem to find the solutions to. When it comes to AO rendering in Marmoset I change the background to white, set a floor and change the VIEW to AO under the RENDER tab.
1. So I created a turnaround for my model in Marmoset and wanted an AO turnaround as well. Yet when I clicked the 360 save it doesn't rotate so I guess it cant calculate a rotation in AO?
2. When I do render the single AO shot it has a grainy/posterized effect to it in the shadows. Is there a way to smooth that out or is it just the way its rendered? I'll attach an image of this.
Thanks! 
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, triangle,
280 Posts,
Join Date Mar 2010,
Location Dallas, TX
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First thing that comes to my mind is inverted normals.
Technical Artist, DICE
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, vertex,
25 Posts,
Join Date Apr 2010,
Location Stockholm, Sweden
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bringing up the command prompt within marmoset and inputing "set render.shadows.res 4096" or 2048 gives me an invalid command. I'm wondering it they'll be bringing up the option again as i'd like to render my shadows without any jagged lines to them, even with AA turned on.
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, line,
62 Posts,
Join Date Oct 2009,
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When using alpha-to-coverage, my alpha looks like its made up from lots of small dots instead of having actuall gradients (kinda looks like dithering) is this standard alpha for marmoset or is there something i can do in the command promt to make alpha to coverage look better?
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, dedicated polycounter,
1,669 Posts,
Join Date Dec 2010,
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Quote:
Originally Posted by gilesruscoe
When using alpha-to-coverage, my alpha looks like its made up from lots of small dots instead of having actuall gradients (kinda looks like dithering) is this standard alpha for marmoset or is there something i can do in the command promt to make alpha to coverage look better?
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Unfortunately, this is what Alpha to Coverage looks like.
It's a trade off between quality and order independence, which is a massive advantage over regular alpha blending.
http://www.8monkeylabs.com/toolbag/learn/blending
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, dedicated polycounter,
1,671 Posts,
Join Date Mar 2007,
Location United Kingdom (Hampshire)
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Is the "dithering" kind of effect it creates screenspace based or texel? the eyelash in the example image only has a subtle dithering effect, whereas the hair on my character has large, really obvious/ugly dither. Would increasing the texture size for the hair be a hack fix for this? for the sake of beauty renders? Also to my knowledge alpha to coverage isn't supported by the renderer? Whenever i've tried to render out using alpha to coverage in the past it's just given me opaque results.
Edit: my bad, i need to learn to finish reading articles before i reply, the alpha is saved out into the alpha channel so i can make a layer mask from it.
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, dedicated polycounter,
1,669 Posts,
Join Date Dec 2010,
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Uhh I've been waiting on 2012-2013 support in maya for the exporter since the start of the year, when I bought marmoset it seemed like it was being developed at a nice pace and support was good, I've not seen/heard of much since my purchase though. Is there any updates on providing support to these versions of maya? I use 2012 at present. Haven't seen much activity on the website or facebook page in a while, figure might have some luck here?
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, spline,
145 Posts,
Join Date Aug 2011,
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Quote:
Originally Posted by Pola
Uhh I've been waiting on 2012-2013 support in maya for the exporter since the start of the year, when I bought marmoset it seemed like it was being developed at a nice pace and support was good, I've not seen/heard of much since my purchase though. Is there any updates on providing support to these versions of maya? I use 2012 at present. Haven't seen much activity on the website or facebook page in a while, figure might have some luck here?
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I asked Jeff about it last month and from I have been told they are still working on Marmoset.
Here is the exact quote, hope Jeff doesn't mind:
"The short answer is yes, we are still working on it  We have a small update nearing completion and a big update in progress."
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, triangle,
328 Posts,
Join Date Mar 2012,
Location Los Angeles, CA
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i'm about to purchase a new computer and thus a new video card. I'm thinking getting the ati firepro 7900, how good would marmoset run on this video card? i am especially concerned with being able to view realtime displacement mapping.
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, line,
62 Posts,
Join Date Oct 2009,
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yay, updates! do i see separate slots for gloss etc. on the horizon? DO I??!
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, polycounter,
1,286 Posts,
Join Date Aug 2011,
Location Berlin
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Quote:
Originally Posted by KonginChains
i'm about to purchase a new computer and thus a new video card. I'm thinking getting the ati firepro 7900, how good would marmoset run on this video card? i am especially concerned with being able to view realtime displacement mapping.
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ATI + Pro model ? Good luck, it will sucks as hell.
A lot of ATI users have problems with Mamroset, so a pro model will be worse I guess. Drivers are very special, especially with ATI cards.
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, polycounter,
800 Posts,
Join Date Jun 2010,
Location Namur, Belgium
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Quote:
Originally Posted by KonginChains
i'm about to purchase a new computer and thus a new video card. I'm thinking getting the ati firepro 7900, how good would marmoset run on this video card? i am especially concerned with being able to view realtime displacement mapping.
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While I love the build quality of ATI Cards I would have to recommend you go with Nvidia. As an artist you will appreciate both CUDA as well as the best driver support tied to Nvidia cards.
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, triangle,
328 Posts,
Join Date Mar 2012,
Location Los Angeles, CA
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Have you guys ever thought about adding a fresnel map of some sort? Would be cool to control fresnel values without having to necessarily break apart a mesh and apply a separate material.
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, polygon,
617 Posts,
Join Date Jul 2008,
Location Austin, TX
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Quote:
Originally Posted by Dataday
While I love the build quality of ATI Cards I would have to recommend you go with Nvidia. As an artist you will appreciate both CUDA as well as the best driver support tied to Nvidia cards.
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would the gtx 500 cards have CUDA as well? i really don't want to have to resort to the more expensive quadro cards.
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, line,
62 Posts,
Join Date Oct 2009,
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I tried to create an entire environment around Marmoset, it was an interesting experience, especially trying to get out some cinematic shots.
It can be seen here: https://vimeo.com/45562813 (also posted in the working on 2012 thread)
I am hoping for some environment artist friendly tools in a future patch, camera controls and such. =)
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, triangle,
328 Posts,
Join Date Mar 2012,
Location Los Angeles, CA
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Quote:
Originally Posted by KonginChains
would the gtx 500 cards have CUDA as well? i really don't want to have to resort to the more expensive quadro cards.
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Yep, the 500 series will be fine and they are CUDA enabled.
I have owned a Quadro and still use an ATI FirePro. While they are great cards for cg work, I really havent noticed a big enough difference between them and the Gtx 560 I own when it comes to cg work, or at least where the cost vs performance is concerned.
You can do great work with a cheaper game focused GPU.
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, triangle,
328 Posts,
Join Date Mar 2012,
Location Los Angeles, CA
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As another suggested feature that i found myself in need of just the other day. Multiple detail channels with a masking option would be great. breaking up meshes is a quick fix for this, but some times when you have multiple types of materials baked down onto one part of a mesh it really needs masks.
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, dedicated polycounter,
1,669 Posts,
Join Date Dec 2010,
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