End User License Agreement
Copyright (C), Marmoset LLC
Effective Date: July 2nd, 2021
1. ACCEPTANCE OF TERMS
By downloading, installing, and using Marmoset Toolbag (the “Software”) you are held to the terms and restrictions of this license.
2. COPYRIGHT NOTICE
Marmoset LLC retains all right, title and interest in the Software and its associated documentation and library assets including all intellectual property rights embodied therein and derivatives thereof. All rights, title, and interest are protected by the copyright laws that pertain to computer software. The Software, or any derivatives thereof, may not be resold, rented, leased, distributed (electronically or otherwise), or offered on any other for-charge basis for any purpose.
All works created by the licensee with the use of the Software, including any third-party marks, trademarks, or copyrights associated with the works created, will be owned by licensee, and no assumption of ownership is made by Marmoset LLC, or Marmoset LLC’s owners, employees, agents or assignees.
3. GRANT OF LICENSE
By installing this software Marmoset grants the licensee a limited, non-exclusive, non-transferable license to use an object code version of the Software and accompanying example content, documentation, and Toolbag Library assets for both commercial and non-commercial purposes in accordance with the Software Use Limitations section below.
Licensee may install the Software on more than one computer but concurrent use of different installations of the Software shall not exceed the number of valid license seats the End User has paid for and has been authorized to use.
4. SOFTWARE USE LIMITATIONS
For each license granted the person(s) permitted to use each license are restricted to be in accordance with the license type purchased.
4.1 “Individual” licenses are personal licenses and licensed strictly for use by the individual person making the purchase. Any visual and creative works created with the Software under an Individual license is authorized for commercial and non-commercial use.
4.2 “Academic” licenses are licensed to the academic institution making the purchase. License use is granted to any staff member, faculty, student, and legal agent of the academic institution who owns the license, whether located on-site or remote. In the event the license was purchased through a reseller on behalf of a client the client academic institution is the licensee. Any visual and creative works created with the Software under an Academic License are for academic purposes only and may not be resold, rented, leased, or offered on any other for-charge basis.
4.3 “Studio” licenses are licensed to the company making the purchase and license use is granted to any company owner, legal agent, and legal employee of the company and its wholly owned subsidiaries, whether located on-site or remote. In the event the license was purchased through a reseller on behalf of a client the client company is the licensee. Any visual and creative works created with the Software under a Studio License are authorized for commercial use.
4.4 “Trial” licenses are granted for personal evaluation purposes only. Each individual is entitled to one 30-day free trial license. Any visual and creative works created with the Software under a Trial License are for evaluation only and may not be resold, rented, leased, or offered on any other for-charge basis.
5. TERM OF LICENSE
5.1 Perpetual licenses grant the licensee indefinite access to the Software and the Toolbag Library so as long as the licensee is in accordance with the terms of the license. Software updates and updates to the Toolbag Library will be provided to the licensee without additional charge but availability of those updates will be limited to point release updates for the whole number version of the Software for which the license was purchased.
5.2 Subscription licenses grant the licensee access to the Software and the Toolbag Library and include all associated updates for the duration of the licensee’s active term of subscription and as long the licensee is in accordance with the terms of their license.
6. SUBSCRIPTION RENEWAL
The term of a Subscription license will auto-renew in either 1-month or 12-month terms determined by the license term purchased and beginning from the date of original license purchase. Licensee may voluntarily cancel a subscription renewal and opt out of auto-renewal for any active subscription through their Marmoset Account (https://account.marmoset.co). If auto-renewal is disabled a subscription license will remain active until the currently active term expires.
7. CANCELLATIONS AND REFUNDS
7.1 Perpetual Licenses may be cancelled and a full refund provided within 14 days of a completed payment. Upon a cancellation granted by Marmoset the license purchased will be cancelled and the licensee will be unable to access the Software with that license from the date of cancellation.
7.2 Annual Term Subscription licenses may be cancelled and a refund provided within 14 days of the most recently completed term payment. Only the most recent term payment completed may be refunded. Upon a cancellation granted by Marmoset the license will be cancelled and the licensee will be unable to access the Software with that license from the date of cancellation.
7.3 Monthly Term Subscription licenses may be cancelled and a refund provided within 7 days of the most recently completed term payment. Only the most recent term payment completed may be refunded. Upon a cancellation granted by Marmoset the license will be cancelled and the licensee will be unable to access the Software with that license from the date of cancellation.
7.4 Requests for refunds must be submitted to Marmoset’s support team at firstname.lastname@example.org
8. DISCLAIMER OF WARRANTY ON SOFTWARE
The Software, related documentation, and support media is provided “as is”. Marmoset LLC explicitly disclaims all warranties, including but not limited to the implied warranties of merchantability and fitness for a specific purpose.
9. LIMITATION OF LIABILITY
The entire risk arising out of the use or performance of the Software remains with the End User. Under no circumstances shall Marmoset LLC, or its respective owners, employees, agents or assignees be liable for any incidental, special or consequential damages that may result from the use or inability to use the Software or related documentation.
If any questions or comments arise regarding the use of the Software the End User is entitled to free email support. Please contact us at email@example.com.
11. ADDITIONAL CREDITS
A special thanks to the following for support and contributions to Toolbag. Any digital assets provided by the following and included with Toolbag remain property of their respective owners – unless mutual agreement outside of these terms is in place – and no assumption of ownership is made by Marmoset LLC.
“Foxy Lady” Scene – Viviane Herzog & Thomas Pradeilles
Portions Copyright (c) Intel.
Portions Copyright (c) NVIDIA.
Portions Copyright (c) Syoyo Fujita.
Portions Copyright (c) Morten S. Mikkelsen.
Portions Copyright (c) 1988-1997 Sam Leffler.
Portions Copyright (C) 2011-2016 by Stefan Gustavson.
Portions Copyright (c) 1991-1997 Silicon Graphics, Inc.
Portions Copyright (c) 1998, 2002-2008 Kiyoshi Matsui. All rights reserved.
Portions Copyright (c) 2016-present, Facebook, Inc. All rights reserved.
Portions Copyright (c) 2009-2017 Dave Gamble and cJSON contributors.
Portions Copyright (c) 2016-present, Facebook, Inc. All rights reserved.
Portions Copyright (c) 2001-2020 Python Software Foundation; All Rights Reserved.
Portions TM & (c) 2009-2015 Lucasfilm Entertainment Company Ltd. or Lucasfilm Ltd. All rights reserved.
Portions of this software are based in part on the work of the Independent JPEG Group.
This software contains Autodesk FBX code developed by Autodesk, Inc. Copyright 2020 Autodesk, Inc. All rights, reserved. Such code is provided “as is” and Autodesk, Inc. disclaims any and all warranties, whether express or implied, including without limitation the implied warranties of merchantability, fitness for a particular purpose or non-infringement of third party rights. In no event shall Autodesk, Inc. be liable for any direct, indirect, incidental, special, exemplary, or consequential damages (including, but not limited to, procurement of substitute goods or services; loss of use, data, or profits; or business interruption) however caused and on any theory of liability, whether in contract, strict liability, or tort (including negligence or otherwise) arising in any way out of such code.
Download the latest installers from the Toolbag product page.
Version 4.03 | July 2nd, 2021
Read the full announcement here.
- Real-time denoising is now available for Nvidia RTX GPUs.
- Denoising now features additional configurable options to define whether to use the CPU or GPU, and set the quality of the denoising.
- Real-time GPU denoising has been enabled for animation playback as well.
- New high-quality Denoising mode that uses pre-filtering and a special mode for glossy refractive materials and mirror-like surfaces. Note: the high-quality mode is only available with CPU denoising.
- The Refractive Index (or how intense the distortion is) can now be controlled independently from Reflectivity. Disable Derive Refractive Index from Reflectivity to control this value directly.
- The Shadow Catcher object now softly fades when used with Fog objects and the Depth of Field effect.
- Fog has been updated to better account for light attenuation and now accounts for changes in scene scale.
- The default Fog settings have been updated to create a more natural result.
- The Shadow Catcher object now renders as expected in the Alpha Mask Render Pass and when Transparency is enabled for final renders in raster mode.
- Normal mapped low poly meshes used with Subsurface Scattering no longer causes an increase in the normal map intensity.
- Black edge artifacts due to extreme normal map values have been improved.
- Highlight values are now correct when using 16-bit file formats for final renders.
- GGX reflections with higher roughness values now look better.
- Absorption and Scatter in Subsurface Scattering now works more consistently with different scene scales.
- Adjusting texture tiling when used with transparency now updates the shadowed result when using ray tracing.
- Bokeh shapes work in final renders again.
- The depth of field effect now blurs the wireframe.
- Reduced instances where render accumulation resets unnecessarily, such as when scrolling in a window.
- Accumulation now resets more reliably when it should.
- The watermark renders in videos again.
- Text boxes for raster settings can no longer be adjusted when these controls are disabled/grayed out.
- Anisotropic reflections no longer get overly bright at acute angles.
- Meshes without vertex color data will no longer render with rainbow colors when Vertex Color is enabled.
- Displacement should no longer reset on undo.
- Fixed a crash on Mac when rendering images with large sample counts or videos with many frames.
- Fixed a rendering issue on Mac when using transparent materials.
- Fixed an issue that caused black reflections on certain parts of an animated mesh.
- Fixed a crash when rendering with uncommon image resolutions.
- We’ve added new selection tools which are available when working with Paint Layers: Lasso, Polygon, Face, UV Island, and Object.
- Added a Brush Warp parameter to create random distortion.
- Added a Tip Contrast setting to adjust the contrast of the Brush texture.
- When the Brush Material is set to Fit to Brush, we’ve added a checkbox to enable Sprite Sheet Material. This causes the material textures to use random variations to match the Brush Tip Texture.
- Scattering has been improved and should no longer scatter onto the wrong areas when using large brushes.
- All brush settings are now pre-cached, reducing delays when initially adjusting various brush parameters.
- Fixed an issue that would cause pixelation in the brush stroke when Hardness was set to 1.
- The Fill and Gradient Tools now use a randomized dither seed, preventing build-up of dithering artifacts.
- The Brush preview no longer draws behind the mesh when using the Sticker Projection mode.
- The Gradient Tool no longer shows GUI for all possible Project Maps.
- The Gradient Tool’s Knurl and Diamond mode now tile correctly when used in Canvas.
- We fixed a bug that caused image quality degradation to unselected areas with the Gradient Tool.
- We fixed a bug that caused corrupt data to temporarily draw into the emissive map in texture projects.
Layers and Groups
- Layers and Groups can be dragged onto a mesh in the viewport to assign a Color Selection based on the Material ID.
- Layers, Masks, and Groups can now be merged to Paint Layers.
- All layer types can now be rasterized to Paint Layers.
- Layers can now be converted to different types. For instance, a Fill Layer can be converted to a Clouds Procedural while retaining any child or Layers or Masks.
- Groups have been reworked to draw the contents below the Group. You can now see the Group’s contents and its Mask Stack simultaneously. The folder icon expands and collapses the contents, while the arrow expands and collapses the Mask Stack.
- Layers and Groups can now be colored to make them easier to organize.
- The selected Layer is now added to a Group upon creation.
- You can now copy and paste Groups, Layers, Layer Settings, and the contents of a Layer’s Mask Stack. You can also copy the contents of a Layer and paste them into an external image editing program.
- Material properties for Fill Layers and the Paint and Fill tools can be copied and pasted as well.
- Brush settings can be copied and pasted too.
- Dirt and Scratch layer types render correctly again. 4.01 introduced a bug that caused the compositing to be incorrect. Texture Projects created in 4.01 and 4.02 may look slightly different now if using these types.
- Curvature processing has been improved, dithering between 127/128 values is now ignored which reduces noise when using the Curvature, Direct, and Scratch Processors.
- Cellular now tiles correctly when the scale is set to 5.
- Clouds and Perlin intensities are better normalized now.
- Normal editing for the Curves and Levels layer types has been disabled, and a Contrast setting has been added to Hue / Saturation.
- A highlight is now shown when dragging a Layer from Masks to the color component slot.
- Dragging a Smart Material to the top of the Layer stack should now place it in the correct position.
- Texture project input maps now automatically reload when changed on disk.
- Right-clicking in the Layers window to add Layers should no longer cause the menu to go off-screen when the cursor is near the screen border.
- Fixed a bug that caused Planar Projection to render with Tri-Planar.
- Paint Layers now always match the resolution set in the Texture Project.
- Fixed a freeze that could happen when duplicating fill layers with full pixel contents.
- Fixed a bug that caused normal maps to be composited incorrectly for Layers in Groups.
- Histogram color values are now correct when loading .mpic format textures.
- Inverting the result of Gradient Layers now produces the correct result.
- Fixed a bug where Groups could prevent Layers from drawing to certain map types.
- Dragging a Material from the Library to a Fill Layer now serializes correctly (solves undo and file save bugs)
- The Gradient Map layer type now produces perceptively correct sRGB values.
- We’ve added a tool for lights to click on a mesh and have the light direction update to match the clicked point. This tool has a few modes, it can align the specular highlight to the sample point, or the light direction, or simply aim the light at the point. We’ve added hotkeys to alter common light attributes when using this tool as well, Ctrl+LMB = Brightness, Ctrl+RMG = distance to object, and Ctrl+MMB = adjusts the spot cone.
- We’ve added new selection tools for scene objects as well: Rectangle, Circle, Lasso and Polygon.
- Copy and Paste color values from color boxes. You can paste the color value as hex as well.
- Copy and Paste Objects and Object settings in the Scene window.
- Copy and Paste Material settings from one Material to another. Sub-routine settings can be copied and pasted as well.
- We’ve added a right-click menu to Cut, Copy, and Paste from text boxes.
- You can now copy a texture from one slot to another in the Material Editor and any other area where there is a texture slot. The texture can be pasted into an external image editor as well.
- Save As now remembers the directory your scene is saved in.
- Import Materials With Models is now disabled. This means that Toolbag will no longer import the material values set in your 3D application. This can be enabled in Edit > Preferences.
Meshes & Animation
- Pivots can now be edited and centered for meshes and groups. To edit pivots, use the Translate or Transform tools and enable Edit Pivot, or press the D key when using those tools.
- File reference objects now retain transformations for their child objects when a file reload occurs.
- Animations now play when the timeline window is not visible in a workspace.
- Custom animation sets are now retained after reloading the mesh file.
- We added a Loop setting to the Model Animation settings. This can be used to prevent the model from snapping to the incorrect position with animations that are not intended to loop.
- Fixed a crash related to manually reloading meshes.
- Materials with animated Displacement values now update the displaced result on playback.
- Changing the Subdivision Geometry Reduction setting now forces the ray tracer to update the mesh data.
- Fixed an issue that was causing geometry artifacts when PNTriangles Subdivision was used with an animated Alembic mesh.
- Fixed an issue that was causing meshes with blendshape data to load inefficiently.
- Joints with non-uniform scaling are now supported.
- There is now an option to use Per-Pixel or Per-Vertex Mikktspace tangents.
- Improved the quality of Mikktspace normal maps.
- Improved the quality of ambient occlusion/reduced halo artifact near intersecting objects.
- Ignore Groups works in conjunction with Use Multiple Texture Sets again.
- Fix a bug that caused sections of high poly meshes to be ignored for Material ID bakes when the Multi-Layer PSD option was enabled.
- Maps that have not been baked yet should no longer display a can’t be found error.
- Fixed an error that caused the wrong Tangent Space to be used.
- Roughness and gloss textures now bake correctly from high poly materials.
- Fixed a bug that would cause recursive baking errors if the low poly’s material was using displacement.
- The Skew and Offset windows no longer draw a bad state after undo.
- We fixed an issue where degenerate geometry could cause the application to freeze when baking UV island maps.
- We fixed a bug where adding displacement to the low poly’s material could cause recursive baking errors. Now the pre-displaced mesh is always used for baking.
Tangent Space Handling
- Tangent Orientation, or the direction of the green channel or Y axis, is now set independently of Tangent Space.
- Tangent Orientation settings are now available in Bake Projects, Texture Projects, and there is a default setting in Preferences.
- Tangent Orientation can be set per texture for Brush Tool, Fill Tool, and Fill Layer Material Properties. When using Reference Materials, it is automatically set.
- Mikk is now the default Tangent Space (this can be changed in Preferences).
- Assets are now sorted case-insensitively.
- Custom Textures, Skies, Brushes, Materials, Smart Materials, and Smart Masks can be saved to the Library by dragging the files from the operating system to the Library window. This works with multiple files at once.
- Custom Skies can now be saved to the Library via the Library button in the Sky object.
- Custom Scenes can be saved to the Library as well from the File > Export menu.
- We fixed a few cases where searching and tagging assets with colors in the Library could cause crashes.
- We’ve improved our auto-complete bindings with the addition of type hints across the entire API, taking the guesswork out of writing scripts for Toolbag. Try installing our type package with
pip install mset.
- We’ve exposed more control in the form of our Texture Project python bindings. Every Texture Project Layer has bindings that you can manipulate and control.
- You can now add your own assets to your local library with Python.
- Every setting in your Render object is now accessible.
- You can now control mesh subdivisions and disable/enable hiding meshes from the ray tracer.
- Transforms now have more fine grained control with the addition of matrix manipulation and control over pivots.
- Miscellaneous user interface bug fixes and quality of life improvements, in particular window registration is no longer required.
- Cameras in 4.03 have been simplified to make them much easier to manipulate.
- Toolbag now runs Python 3.9.4 on both Windows and MacOS.
- Environment variables are now accessible to all Python plugins.
- Data can now be easily shared between plugins with Toolbag, with the addition of
mset.getStoreItem(key: str) -> Any and
mset.setStoreItem(key: str, val: Any). This means multiple plugins that need to share things like handles can now do so much easier.
- Light Brightness now exports correctly.
- Fog has been updated to match the updated style in Toolbag.
- The Distortion Limit setting in the Refraction shader now exports correctly.
- The Refraction Mask now exports correctly.
- Roughness values are now more consistent between Toolbag and Viewer.
- The Subsurface Scatter effect is now more consistent between Toolbag and Viewer.
- Fixed a bug where using Subsurface Scattering along with Microfiber would cause an invisible mesh. These shading models are not supported simultaneously in Viewer. Microfiber will be automatically disabled in this case.
- Fixed a bug where a camera pointing straight at the scene could cause the Sky background to render incorrectly.
- The title bar now displays Untitled when creating a new scene.
- Alt + MMB to pan now consistently updates the active Viewport state.
- Framing selected now works better with split viewports.
- Various undo bugs have been fixed.
- Fixed a crash that could happen if a default monitor was not set.
- Fixed a crash that was caused by the Project Resolution being set to an invalid number in a Texture Project.
- The GUI will no longer draw off-screen when pressing Ctrl+Enter to engage fullscreen mode.
- We fixed an issue where web links from within the application would cause an error if Firefox is your default browser.
- We solved a bug that could cause windows to draw black if collapsed, hidden, and shown in a certain order.
- The Generate Primitives script no longer crashes when exiting with the [X] button or switching workspaces.
- Windows 7 is no longer supported.
- The Horizon Occlusion setting in the Reflectivity panel is no longer supported.
- The Swirl Vignette feature in the Depth of Field effect is no longer supported.
- UV and Tri-Planar Projection are no longer supported for the Turbulence Layer.
Version 4.02 | January 11th, 2021
Installers: Windows | Mac
- Tooltips system should no longer crash on mix-resolution display setups.
- Tooltip display option in preferences works again.
- Window elements should no longer go out of bounds on widescreen monitors.
- The window should no longer flicker after changing monitor DPI scaling.
- Text is no longer blurry at 125% and 175% scales.
Version 4.01 | December 21st, 2020
Toolbag 4.01 includes numerous bug fixes and smaller improvements and should resolve most of the serious pending issues.
- Canceling a render should no longer crash.
- Clicking on the main window during a render should no longer show the unresponsive application error.
- Overwrite existing now works as it should with MP4/AVI video renders.
- The watermark works again for renders. We’ve added a scale slider too.
- The lens flare effect works again for renders as well.
- When overwrite existing is off, the iteration numbers are now appended at the end of the file name.
- It’s no longer possible to have only one active render camera or render pass.
- We fixed a bug that caused refractive materials to be too bright -on certain AMD video cards.
- The microfiber shading model should no longer create hot pixels when using raster rendering and high sample counts.
- Unlit surfaces now render correctly when using ray tracing and DOF.
- Adjusting the PNTriangles level slider now correctly updates the displaced result.
- Painting performance has been improved.
- We’ve added custom input and project map types.
- You can now drag a texture to the brush preview area to load it.
- Dragging a smart mask between layers rather than onto them now creates an empty group with a mask. This will no longer cause a bad state in the layer stack as well.
- Shift+Ctrl+RMB will now rotate the brush.
- The gradient tool now works as expected and should not cause crashes when using or changing tools.
- The color selection layer will no longer crash when more than 4 entries are added.
- The flood tool now more reliably with contiguous meshes over different UV islands.
- AO input maps are now composited correctly.
- Using the brush tool after the gradient no longer creates bad strokes.
- Clicking with the left or right buttons on a stylus during a stroke should no longer corrupt stroke data, and right-click should no longer open the context menu.
- Loading a brush preset with no brush texture set will now clear the texture if one exists.
- We’ve fixed some bugs related to different projection and size space settings in the brush.
- The sharpness setting in the dirt & scratch layer types no longer causes artifacts.
- We fixed a crash that could happen if you were not connected to the internet/could not connect to the library server.
- All sub-categories are now collapsed in the tree view by default.
- We’ve added tooltips for all library window UI elements.
- Downloading an asset before its thumbnail has loaded now works.
- It’s no longer possible to set both the downloaded and user directory to the same folder.
- We’ve improved the login window and account creation process.
- You can now close the window with the X button at the login screen.
- We resolved an issue with workspaces that could result in a window blocking the login screen.
- Window scaling now updates when windows are dragged between monitors with different resolutions and DPI scaling settings.
- Tooltips should reposition themselves rather than go off-screen or below the taskbar now.
- Vertical collapse no longer puts the scene and material editor windows in bad states.
- Toolbag now registers the alt key on the first click when coming to Toolbag from another application.
- Group ID map bakes work as expected again
- Responsiveness and stability should be better when baking very high poly meshes with baker priority set to responsive.
- It should no longer be possible to create bad keyframe data and old scenes with bad data should be repaired when loaded.
- Sky objects that share the same sky preset will no longer have their rotation improperly linked when one of the two has keyframed data.
Version 4.00 | November 23rd, 2020
Toolbag 4’s initial release.
Read the release announcement here.
- a new ray tracing rendering engine – path traced global illumination for modern GPUs
- RTX-accelerated ray tracing renderer and baker via NVIDIA OptiX integration
- Texture Projects – real-time 3D material authoring and texture painting tools
- Customizable user interface – drag-and-drop windows, dual monitor support
- Workspaces – UI preset layouts
- Toolbag Asset Library – free base materials, sky presets, brushes, smart materials, smart masks, and more…
- Bake Project to Texture Project livelinking – auto-populate and update texture project inputs in real-time
- New raster rendering controls for SSAO, local specular reflections, and diffuse light scattering
- New advanced shaders for refraction, subsurface scattering, microfiber, and clearcoat reflection