However, what Toolbag lacks in flexibility is made up with speed of use. It doesn’t compare to shader editors, like the one in Unreal for example, where you have endless options. Material DiversityĪs simple as the Material Editor is in Toolbag, it’s surprising how many different types of materials it can represent. Additionally, I’ve used it at work to create similar animations and things like UI mockups. With Toolbag, it’s easy to create camera panning animations and animate lights moving across surfaces. Besides rendering my materials, I’ve rendered simple animated scenes for presentations such as the one from my recent GDC talk. Toolbag is incredibly versatile and I’ve used it for many different tasks. Animation Īnimation created for my GDC 2018 presentation, “Creating Photorealistic Procedural Materials with Substance Designer” . This allows art directors to react and give feedback to a finished-looking concept in real time. I can adjust tiling rates, tint, and change material responses with ease. With a simple scene, I can quickly show art directors a variety of styles by dropping in different materials into various parts of a scene. Toolbag, in my opinion, is the perfect program for this task. A lot of my job revolves around R&D and visual development, where I have to quickly explore several options, as well as have a feedback process with art directors. Toolbag arms artists with speed, which is invaluable in the creative process. By switching through different lighting setups, I’m able to catch issues that I need to fix early on. It’s only after importing my textures that I can clearly spot issues, such as incorrect nuances in Height maps and inaccuracies in Roughness or AO maps. I usually try to get my Substance textures into Toolbag as soon as possible. The default renderer in Designer can only get you so far, and its limitations make it difficult to catch render-specific issues. Most of my projects are created in Substance Designer, then imported into Toolbag for preview in a more realistic context on custom geometry and under different lighting conditions. In my workflow, Toolbag and Designer go hand in hand.
BANKING SUBSTANCE PAINTER TO MARMOSET TOOLBAG 3 FULL
I keep two versions of my materials, one with gray diffuse (left) and one full material with color (right). Procedural recreation of a 3D scan of beach pebbles. How Toolbag Fits in my Workflow Level of Control In this article, I’m going to talk about my favorite aspects of Toolbag and break down how it was used in one of my recent explorations.
![banking substance painter to marmoset toolbag 3 banking substance painter to marmoset toolbag 3](https://marmoset.co/wp-content/uploads/2018/07/Picture07_N.jpg)
So it’s no exaggeration to say that I’m a big fan of the software. From portfolio renders, to quick concepts and visualizations at work.
![banking substance painter to marmoset toolbag 3 banking substance painter to marmoset toolbag 3](https://marmoset.co/wp-content/uploads/2018/07/Picture01.gif)
Toolbag is my renderer of choice for everything. But while you move it is quite noisy, so for a clean image, you’ll have to wait.Parasitic Bug project showing the primitive geo and final render. The raytracing mode gives a closer approach to cinematic/film rendering while keeping it faster than other renderers as it is semi-realtime, meaning you won’t have to wait as much and can see/tweak in real-time. I understand they took them off for realistic lighting in raytracing mode, but I feel it is a bad move for the raster mode. I’ll explain this:Įven though I like the implemented stuff such as the new AO and the ability to tint it, as well as having render passes, for easier post-processing, I do really miss the distance and attenuation curve parameters on the lights. I appreciate this as it gives you the ability to work with realistic accuracy using ray tracing or in a more stylized way using the raster mode.īesides this, I think they have to develop the raster mode a bit more, as it feels a bit handicapped. You’ll be able to work with draft quality which is equal to the rocket mode, use the raster mode which is like the good old renderer but with some new stuff to it, and the new star, raytracing. They also added a cool feature – in Marmoset Toolbag 3, you had the rocket mode to work faster and then the full quality mode, but now you have an extra mode. I personally feel it is slower to work with, but pays off in the results, so getting used to it will be key, I think. The rendering possibilities in Toolbag 4 is a wide subject, so I’ll try to shorten it.