

Useful shortcuts that you should know are Ctrl+F, which frames the selected object, and Spacebar which hides all toolbars We’ll cover HDRI lights in the last part of the tutorial. The last one is an omni light with a low Distance setting, a medium-sized light caster and a fog set to react to lights.

The second example is a directional light with a width of 0 which gives very hard shadows.
#Marmoset toolbag safe frame how to#
Jump to the Add Fog section of the tutorial for more information on how to achieve this. Notice how soft the shadows appear, and how pronounced the volumetric light rays are. In the above image, in the first example on the left I have a spotlight with a Brightness setting of 5, a Distance setting of 1.3 and a width of 0.3. In those cases spotlights with a small radius work best, and if that doesn’t help, up the light caster scale to soften the shadows. With very large scenes it might not be possible to have sharp shadows due to the way Marmoset calculates shadows. If you experience blocky shadows, go to the rendering settings and up the shadow resolution, or try to enable the Use Cascades option under Shadows. A small light caster gives sharp shadows, and a large one gives soft shadows. The most important light settings are: Brightness Distance, which has a big impact on the look of volumetric light when using fog Contact Refinement, which does exactly what the name implies and the shape settings, which scales the light caster and affects the sharpness of cast shadows. Each light type in Marmoset has common settings and light-specific settings. Brightness, Distance and Contact Refinement are the most important light settingsįor the next two material/lighting scenarios, we need lights.
