Marmoset Toolbag 4 Baking

0 views
Skip to first unread message

Temika

unread,
Aug 3, 2024, 5:32:08 PM8/3/24
to stilgeichondman

As a 2D/3D professional, I never use my graphics workstations for games.
I had migrated to Amd Ryzen (5990X) some time ago, not that I was disappointed with Intel, but the price/performance ratio was an argument.
Very happy with the processor... I was tempted by the AMD GPU because I was planning to buy the Nvidia 4090 RTX (currently on RTX 2080 Ti)

As soon as the new card was installed (7900 XTX 24 go) I installed the nice adrenalin interface... and did some personal bench test (rendering on 3D soft and Davinci resolve studio...). So far, nothing abnormal, even if I note a problem of reading under Davinci (4k without effect) a first baking test on substance (last update) : the machine froze immediately after the calculation of 'ambient occlusion' during the baking process...

I tried the same thing on Toolbag : same thing, but on Marmoset, it's just after the Baking process that the machine stopped... however, on small 3D objects not very complex, the baking is very fast. Also, the display and rendering is fluid and does the job.

Everything else seems to work well: Zbrush, the rendering of textures (ambient occlusion in this case) goes well, the display is fast... a speed gain overall... except that, when we ask for a precise task (here the Baking of a rather complex texture)... it seems that the card (or the drivers) are not up to the task....

A strange fact, I tried a "stress test" from the interface, this one, set to 60 sec, put the GPU in stress only for a few seconds... then, (while there was still 40 seconds of test, the "stress" was non-existent, no resumption, no alert, just a "rest" mode in the metrics)

So now I don't know what to do, I'm wasting time (I downgraded the drivers to version 22.12.2) I'm disappointed, tired and very angry that I don't have a hardware that should work and now I have to remove this little jewel to put back a card whose capabilities I already know (2080 Ti 11GB), but which never put me in such a professional mess

Hi bro, first want to tell, you too fast buy new videocard for work, need time for make new drivers and no reference card. I think temperature is your problem. you need check hotspot temperature in adrenalin you can make it. If temperature is ok, try proff driver 2022Q4 with blue interface.

About the 2022Q4 driver ? how to handle it : the installer does not recognize my card !
about the temperature, not really...
I didn't notice any increase in metrics on an ordinary benchmark (I even have excellent results) nor during rendering tests under UE5 or 3D max when this card pushed far away somes limits...

During the baking process... I think it's a phenomenon linked to the management of this kind of calculations (since it's a matter of throwing rays of an object in high resolution in order to create textures (normal map, ambient occlusion, curve, thickness, etc for the same object in low resolution...)


Then, concerning the purchase of hardware... yes, I already went through the "pro" hardware (at Nvidia... in fact, it's the first time I go through Amd for the GPU), I had several Quadro, at the time... and I was really disappointed by the "gain" brought compared to the financial cost.
From experience (I have been building my own workstations for at least 30 years... at this level, I would have killed someone the day I switched from win 3.1 to Win95 -> well, it's better now ;)) : I know that good graphics cards designed for "gaming", behave very well in graphics applications and especially for "indies" like me... and I'm not the only one in this case.


A lot of professionals will tell you... they prefer to invest in a good card for gaming, rather than having a "pro" card, worth 4 to 5 times the price and for not so optimal performances.
No, I think you can get by with cards and stations optimized for gaming, but I still hope to believe that it's a configuration problem, a poorly managed driver layer... (because I've seen some pretty good testimonials about the 7900 XTX under marmoset... but maybe not for the same reasons)

So to come back to the subject, no it's not about temperature : the fans are running correctly and when I do ordinary tests on benchmarks, I systematically check the metrics (moreover, I'm in a rather "cold" place and my workstation is amply optimized to manage high temperatures : water cooler, several chassis fans, optimization of hot/cold air flows)

In fact, I maintain what I said above, I think that the driver (or the card?) is not adapted to handle Ray-Tracing at very high load, as in the process of Baking (creation of texture from a high resolution model and projected on the UV of the map to improve the visualization of a model in low resolution)
While Nvidia (old model) takes care of it without much effort... it's a pity, while I was very happy with AMD CPUs, I'm still disappointed (until maybe an update)... especially since the benchmark (furmark in particular) shows a quite bluffing score...
Unless it's simply the Toolbag designers who didn't optimize their development around this new card (for Substance, it's almost the same... and the problem occurs especially for the ambient occlusion or the "thichness", where the ray tracing load is at its maximum!)

I don't use those programs. I tested Blender once and noticed that AMD drivers did not work well when GPU acceleration was used, but this was years ago. I did try both the gaming driver and the other one, can't recall what it was called.

Hi MADZyren... oh yes, 1350 watts PSU... I think that's enough. As I mentioned above, benchmarks (and also Zbrush, Maya, etc) behave remarkably well when it comes to "normal" rendering even if in frame by frame rendering, generally the GPU is the forgotten hardware... But in real time, it's a nice advantage.


Here (in this case marmoset Toolbag 4) it is clearly a problem related to the hardware handling of raytracing... but I think I found a temporary solution and it works (see above), even if I don't have the "hardware speed". By the way, this is clearly a problem related to the fact that many of my colleagues usually work on Nvidia (I did for years...) but, given the crisis and the prohibitive prices of these days, I wanted to opt for another solution... and developers (Toolbag, Substance...) clearly don't want to bother with AMD compatibility: it's the least of their worries; I have the impression that for them, AMD's gaming line doesn't really interest them, while on the other hand (Nividia Game GC), they're quick to fix any problem because they know that most of the independent creators are on Nvidia (2D/3D, editing). Well, that's my point of view... and it's a pity, because I have a lot of respect for AMD, and their effort to offer us "accessible" and performing hardware.

I've loaded my lowpoly and highpoly into Marmoset Toolbag. I load in the maps i've baked but from the beginning to then, the emissive textures takes up the entire space of the body (lowpoly). How can i isolate the emissive map to only show where i've set emissive zones?

In Emissive tab, the 'Glow' color slot should be black as it applies flat glow color to the whole mesh, and it should be left black in all cases except for FX meshes(for additional effect), and also the main emissive color is set to black, change it as well.

Thanks. I set the emissive glow to black, but it makes the whole body black. Even with my texture maps plugged in they won't show up and i can only see black. I don't know how to solve this, i baked many of the maps in Marmoset and should be able to use it for rendering as well. I don't think i can submit this or other works if i can't make renders of them

Well , create a fresh new material in the scene(or duplicate the default marmoset material) and apply that to the model and then add textures and then lastly any custom shader if you want, this should work out and also check the lowpoly normals.

Ah, it's easier than i thought. I think it's the same in Substance Painter as well as you can drag a material on to the model, i tend to drag it into the layer stack. I'm old. Thanks so much for your help.

The metal texture from Substance Painter is only showing through with the scratches and dirt on that material, but the metallic shine itself isn't coming through in Marmoset. I baked using the metalness/roughness workflow in Substance. I had baked maps in Marmoset as well. The results are the same whether i select specular or metalness in Marmoset.

Are you using roughness map or gloss map? , cause roughness map is actually inverse of gloss map so make sure you apply it in correct slot , as I m seeing you are using gloss map slot so change it to roughness or you can just check the invert button down in the tab

I figured it out, i was plugging in the albedo map that i baked in Marmoset so the materials i had applied in SP weren't showing up. I think i should only bake the normals in Marmoset and leave the other maps for SP. The roughness map was showing up all glossy so i inverted it in Photoshop, now it works.

Normal maps can be confusing at first , cause there are 2 format/type of it , one is DirectX format which is mostly used by games and the other is OpenGL format. There is only one difference between them and it's the green channel (Y channel) , For DirectX, the green channel is flipped and for OpenGL its not. So It's important in which format you bake the normal map. As Each software has its defaults , like Marmoset bakes the normal map in OpenGL format by default so you might have to change it to directX. Also it uses OpenGL by default for all the meshes.

So if you have baked the normal map in Marmoset and didn't change any baker's setting and it displays correctly on the mesh then the normal map is in OpenGL format , but you can change it to DirectX by flipping the green channel of the map or change the baker setting to DirectX and then bake (in Baker's setting > change Tangent Space to '3D Studio Max' OR check the tick 'FlipY' in normals setting down in the Maps tabs ) and then when you want to see the meshes normal map correctly in Marmoset ,check FlipY in the materials settings for normal map

c80f0f1006
Reply all
Reply to author
Forward
0 new messages