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. The normal map was baked and exported as PSD file in RGB 8bits format directly after. In this test there is no optimization of the scene or positioning of the light source, the models and textures are rendered with the exact same conditions. 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. The two materials in Marmot Toolbag are strictly identical, only the path to the normal map is different. 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.