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Marmoset Skyshop - Image-Based Lighting Tools [RELEASED]

Discussion in 'Assets and Asset Store' started by monkeyscience, May 31, 2013.

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  1. Batigol

    Batigol

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    I don't like beast, lighting in Unity3D isn't good enough. I want to do using vray
     
  2. gizmo1990

    gizmo1990

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    I'd really love to try these out with our game and see if it might do a better job than our custom shader. I don't suppose you offer a free trial?
    We're iOS based so perf is a big deal for us but I just love your shaders. If there's some way I could test it before I buy that would be great.
     
    Last edited: Jul 13, 2013
  3. ironbelly

    ironbelly

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    To be honest this shader pack isn't quite ready for a dynamic real time environment. It's close but there's still a few kinks to work out before I would trust it in a production game environment. It looks amazing and works very well with fairly static and hermetically sealed environments like turn-table renders but once you throw this shader pack into the mix with the chaos of a living game things start to break down. It does look amazing though so we are all waiting over here for this plugin to mature with Unity and those kinks to be ironed out
     
  4. KRGraphics

    KRGraphics

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    I am actually using these shaders on an entire level soon... I will definitely test this out... just gotta be clever.
     
  5. ZacD

    ZacD

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    The Marmoset Toolbag has a free trial, but it's a stand alone model viewer, so you cannot test out unity integration, but you can see how models and assets look with the shaders and lighting model http://www.marmoset.co/toolbag/store

    You can get pretty much the same results in either application, but it's definitely a lot more limited than a Unity trial.
     
  6. GeoffCoope2

    GeoffCoope2

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    Hi

    Just purchased this, imported into an existing project and get about 40 warnings such as:

    Shader warning in 'Marmoset/Self-Illumin/Bumped Diffuse IBL': Unrecognized renderer for #pragma exclude_renderers: d3d11_9x at line 31

    Shader warning in 'Marmoset/Transparent/Simple Glass/Bumped Specular IBL': Unrecognized renderer for #pragma exclude_renderers: d3d11_9x at line 35

    Shader warning in 'Marmoset/Transparent/Simple Glass/Bumped Specular Glow IBL': Unrecognized renderer for #pragma exclude_renderers: d3d11_9x at line 39

    Any ideas?

    Using Unity 3.5.7f6 on Windows 7 64bit

    Thanks
    Geoff
     
  7. KRGraphics

    KRGraphics

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    That is just a warning about DX11. Unity 3.5.7 doesn't support DX11... you can safely ignore this error.
     
  8. GeoffCoope2

    GeoffCoope2

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    Thanks for replying. Is there a way to suppress these warnings in Unity 3.x as it clutters up the log for other warnings that I do need to address?

    Cheers
    Geoff
     
  9. monkeyscience

    monkeyscience

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    Neptune is right, these are harmless warnings about 3.5.7 not knowing what d3d11_9x is, which is fine because we are trying to avoid building for that renderer anyway.

    As far as I know you can't silence these warnings but they should only happen once when importing the shaders into your project; not too spammy.
     
  10. KRGraphics

    KRGraphics

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    @Monkeyscience: Hey dude, any word on that skin shader :) I just finished working on my character model with dDo and I am looking forward to using the shader since the model has skin.
     
  11. orionburcham

    orionburcham

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    @monkeyscience: I'm very interested in getting and checking out SkyShop next month- nice work!

    I'd like to use your shaders with interior/exterior scenes, like a room with a large window. I'm wondering if there's a way to tie different pano source images/sky objects to different objects or materials, so that I could have objects inside using a panorama from a cubemap I made of my interior, while objects outside use a panoramic sky. I'd want both interior and exterior objects to be visible in the same shot.

    Optionally, is this something I could feasibly mod in?

    Thanks! Looking forward to it.
     
    Last edited: Jul 18, 2013
  12. monkeyscience

    monkeyscience

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    Yep, you can do that! You can assign custom cubemaps to each material.
     
  13. orionburcham

    orionburcham

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  14. Edy

    Edy

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    Hello, I'm interested on the render-to-cubemap features of MarmoSet SkyShop, but I haven't found any documentation or details on them.

    Being specific, I want to know if I could render to cubemap any scene in HDR within Unity, then use the resulting HDR panorama or cube within Skyshop for generating the processed cubemaps (sky/diffuse/specular).

    Thank you!
     
  15. KRGraphics

    KRGraphics

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    Hello there friend... that is Skyshops' primary function. You can now create a cubemap from within Unity using the button "Probe at selected", which creates the input maps (non-HDR) at the moment from a selected object. Once the cubemaps are generated, they can be placed on different objects in your scene with Sky Diffuse and Specular (all generated at the same time).
     
    Last edited: Jul 19, 2013
  16. Edy

    Edy

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    Thank you! I hope that creating input maps in HDR directly from the scene is also on the way. I guess it could be done by using a HDR camera with a specially modified Tonemapping script which converts the values to RGBM instead of just lowering them to LDR.
     
  17. Ringpro

    Ringpro

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    Hi.

    Skyshop looks really cool, and I am thinking about bying it. I was however wondering if it is possible to create new shaders that still utilizes the marmoset IBL. Possibly merge my own shaders with the marmoset shaders. This could for instance be a rim shader or a shader made with strumpy shader editor. So would this be possible and how easy do you think it would be?

    Thanks in advance.
     
  18. monkeyscience

    monkeyscience

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    Skyshop comes with full source for all shaders now, and the code has been organized into a single set of core header files included by all shaders that need IBL lighting. If you are familiar with shader programming and have read through Unity's own ShaderLab examples, you should not have too much trouble copying existing Marmoset shaders and extending them.

    Unfortunately there is no integration with Strumpy at this time.
     
  19. KRGraphics

    KRGraphics

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    Hey Monkeyscience, if you are taking feature requests, do you think you could add Fresnel masking to the shaders? I was trying to make the look of cloth and I was almost there except for the lack of part specific fresnel on the model... any idea how to get that working for things like cloth and reflective objects like gold? Thanks a bunch. I am having a blast using this tool.
     
  20. monkeyscience

    monkeyscience

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    Just a heads up, Unity 4.2 users have reported some deferred rendering bugs:

    Deferred rendering + linear colorspace + a skybox (even a Unity one) messes with point and spotlights. It also changes the shadow bias significantly in the editor viewport but not in play mode? This bug is from the moon and I await the Unity team's take on it.
    Work-around: Give your camera a Skybox rendering component instead of using the Render Settings Skybox Material slot for now. This fixed it for me at least.

    The fullforwardshadows pragma causes iOS shaders to explode when multiple shadow-casting lights are in the scene. The Marmoset mobile shaders don't use fullforwardshadows so this should not be much of a problem but if you see super glitchy rendering this is what's likely causing it. It would even break parts of the Unity GUI rendering for me, so this feels like a driver bug.
    Work-around: Don't use any shaders with fullforwardshadows on iOS or ensure that only one shadow-casting light is active at once.

    If you see any other strange rendering behavior as of 4.2 please report it to both Unity and drop us an email at support@marmoset.co, thanks!
     
  21. aiab_animech

    aiab_animech

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    Hello, below is a link to the last demo me and my friend has created at our company.
    It isn't optimized at all, so it requires a good graphics card (if it doesn't look right or something for you, too bad hehe). Also, have only tried it on PC. The file is also pretty big (105MB or something), since we haven't done any compression/optimization at all.
    It is using my modified Skyshop Ambient Occlusion-shaders.

    http://www.animechtechnologies.com/Passat/PassatDemo.html
     
  22. KRGraphics

    KRGraphics

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    This is impressive!! Bar none...and it runs smooth as butter on my computer :) I can only imagine this running in game once cubemap blending is implemented... although I love the car detail... I REALLY love how the other objects blend so well :)
     
  23. monkeyscience

    monkeyscience

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    Beautiful work, man! It runs great on my MacBook too. I hope you don't mind me posting some glam shots here :)


    "Passat" by Horp1


    "Passat" by Horp1


    "Passat" by Horp1
     
  24. orionburcham

    orionburcham

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    That is nice work. runs great for me too.

    Not to disparage this or other demos, but it would be valuable to see some demos featuring environments using SkyShop shaders. I think it would go a long way toward answering questions about performance, quality, and build size at that scale. And it'd be pretty.
     
  25. garyhaus

    garyhaus

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    Redo of an older BIM(Revit to Modo to Unity) of a custom residential environment. Uses SkyShop shaders wherever they work(not terrain or vegetation). Images attached and then a link to a video out of Unity using uSequencer.
    $Mountain Lake View 1SMALL.jpg $Mountain Lake View 2SMALL.jpg $Mountain Lake View 6SMALL.jpg

    VIDEO HERE: Warning large file size.(120.9Mb)
     
  26. monkeyscience

    monkeyscience

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    Yeah :-/. That stuff takes time to build but I have been working on a large outdoor scene. Speaking of which, here's what I hope to have coming out after I squash some 4.2 bugs:

    What's out-door lighting without good terrain shaders!






    This will work with all the Unity terrain tools and will feature:
    • per-layer normal maps
    • macro, per-terrain normal map
    • macro color map
    • macro AO with distance fade
    • per-layer gloss maps
    • per-layer diffuse fresnel parameters (peach fuzz for grass)
    • per-layer specular fresnel parameters

    Grass and tree materials are still TBD, I don't know how to replace those :(. If anyone has links or examples for me that'd be awesome.
     
    Last edited: Jul 24, 2013
  27. Samsson

    Samsson

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  28. orionburcham

    orionburcham

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    Pretty much exactly what I was looking for! Many thanks, guys, and I look forward to more people posting their work.
     
  29. aiab_animech

    aiab_animech

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  30. jcarpay

    jcarpay

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  31. garyhaus

    garyhaus

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    Here is another example. Fantasy town for mobile( I did grab the vid with image effects on, but all materials are marmoset sky shop, wherever possible)

    VIDEO HERE - made with uSequencer straight from Unity

    Images below:

    $Fantasy Town 1.jpg $Fantasy Town 2.jpg $Fantasy Town 3.jpg $Fantasy Town 4.jpg $Fantasy Town 5.jpg
     
  32. KRGraphics

    KRGraphics

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    What a beauty! This is amazing stuff man... Are you able to use Beast on Mobiles?
     
  33. garyhaus

    garyhaus

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    Aye sir! Beast lightmapping on mobile platforms no problem.

    A few more from that project :)

    $Lodge View 1.jpg $Lodge View 2.jpg $ManorInterior.jpg
     
    Last edited: Jul 26, 2013
  34. KRGraphics

    KRGraphics

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    Very nice work sir... :). Now I hope the Skin Shader is around the corner... I have a bunch of characters ready to be rendered
     
  35. EmeralLotus

    EmeralLotus

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    GaryHaus, Very Impressive.

    Did you use Marmoset for the exterior and the interior scenes?

    Can you give a bit more explanation of what type of materials, lighting and effects for the interior scene.

    Cheers.
     
  36. garyhaus

    garyhaus

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    Bear in mind that though these scenes are designed for mobile there are image effects turned on for the screen shots and video. I use Unity Pro and the Pro version for iOS as well. There are multiple image effects enabled on the lodge interior and the town scene. Vignetting, bloom, tilt shift, etc. All rendered with Beast Extended using Skyshop materials/shaders wherever applicable... No veggies and no terrain... As those aren't available yet.

    If you have specific questions... I don't want to jam up this thread too much... Just PM me or email me. garyhaus at gmail dot com.

    I also am waiting for skin and other shaders to really push my character stuff as well!

    Thanks Marmoset team!

    Regards,

    Gary
     
  37. cl-apps

    cl-apps

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    When are these terrain shaders coming out? they look delicious :)
     
  38. Archania

    Archania

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    Since it is the Summer Deal of the Day.. Couldn't pass it up! Grab it before it goes back to full price!
     
  39. plink

    plink

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    Hello... I'm having a weird issue with moped scene demo. Once it's running, I'm unable to rotate either the object or the sky. I'm also unable to move or zoom as well. I'm currently running OS X 10.8.4 on a 3.33GHz 6-Core MacPro with Unity Pro 4.2.0f4 if that helps.

    Other than that, everything looks absolutely amazing. I love it!
     
  40. wccrawford

    wccrawford

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    I've heard a lot of people say that all Unity games look alike. I think Marmoset is going to single-handedly change that. The images in this thread are just amazing.
     
  41. KRGraphics

    KRGraphics

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    Hey guys... I think I figured out how to use Marmoset for interior rendering...

    $lvlnogi.jpg $LvlGITest.jpg

    In the two shots above, is a prototype level that I will be using to develop the characters' animations, visual effects, test rendering etc. All of the shaders are using Marmoset Skyshop and rendered using FG and Monte Carlo GI for the most realistic feel to the levels. A good way to render the interiors is to just use custom cubemaps on your objects (after capturing cubemaps) and render the lightmap with GI, turning off the environment itself... this works for my level, but for other complex levels, I think the renderer blocks the objects from leaking light... I have to try this out... but enjoy. The screenshots are from my game... you can click the signature to see more. Thanks for this awesome... once I have the skin shaders, I will be ready to rock.

    EDIT: The gold man is a shader that I will be using to test out different metals. The reason why the level is dark is because I want the GI to do most of the lighting, and the multiplier will be turned down a bit to prevent overexposure when using the Post-processing effects like bloom. Also during rendering of interior levels, I DO NOT add a sky component, and just use the lights in the level... keeping their intensity at 1
     
    Last edited: Jul 31, 2013
  42. EmeralLotus

    EmeralLotus

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    Very Very Cool. Looks Promising.
     
  43. jesusrg

    jesusrg

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    Is there any SSS shader working with skyshop for skin shader?
     
  44. digitaltoon

    digitaltoon

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    I am a little confused about how best to use Skyshop with my 3d programs. I use maya and modo. I am wondering do I just set up basic textures in either and then edit them in skyshop? Are you modelling in Modo-then texture then go to maya then go to Skyshop...sorry but a streamlined look at how you do this would help immensely.

    P.S. I love your work
     
  45. KRGraphics

    KRGraphics

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    I would recommend using dDo which is a plugin for Photoshop. It has marmoset Skyshop as its renderer and you nearly get a 1:1 quality when you bring your textures into unity. Marmoset toolbag is another great tool. I hope that answers your question.
     
  46. digitaltoon

    digitaltoon

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    So then I would just set up shaders in Maya or Modo using dDo and then export to Unity? What if I want to bake anything that was rendered in Vray for instance...I would then not be able to use Skyshop? Sorry for my denseness on this...just trying to work out a pipeline for a project and would love to fit Skyshop in if I can.
     
  47. KRGraphics

    KRGraphics

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    The process I have been using on my characters is in Zbrush, I would fill the parts that I want on the model using the dDo swatches on the high poly and I would bake all of that in xNormal, with the normal map, and AO map. All of the texture work is done in Photoshop with dDo
     
  48. Steve-Tack

    Steve-Tack

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    Ran into this post from a few months ago. Fascinating. On that subject, are there any resources out there that list specular, gloss, and fresnel values for various materials? Seems like it'd be nice to have some starting points rather than just guess.
     
  49. KRGraphics

    KRGraphics

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    I wish I knew man... I just look at references of clothes :/... It would be nice if the shaders included some fresnel masking :)
     
  50. LarryGary

    LarryGary

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    Thanks!

    I do my modeling in modo, and then I bake my texture maps (normal map, and color mask) in maya, and ambient occlusion in xnormal. Then I load those textures up in dDo to do most of my texturing, and I preview in Marmoset Toolbag, though you can preview directly in dDo which has a unity 3d preview window that runs Skyshop shaders.

    I go over the basic process in more detail here: http://www.marmoset.co/toolbag/learn/materials
     
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