For all fellow Tennogen creators - a Warframe-like color customization in Marmoset Toolbag!

What's it and why

As all Warframe players and Tennogen creators know, this game features a color customization of items. But basically there is almost no way to test the color tinting and render it outside the Tennogen Steam app (and Substance Painter view mode, but it's even worse). So, if you want to make a render of your new Tennogen item and use Marmoset Toolbag for visualization - there's a custom shader with exact same functionality and full rendering abilities of Marmoset!

Disclaimer

The original GLSL code and shader algorithm belongs to Digital Extremes and distributes freely with a Warframe Tennogen steam app created for the content-makers. It's only adapted to a Marmoset Toolbag shader syntax.

Installation

Unpack the zip, put any of the two .frag files (or both) to [your Marmoset installation directory]\data\shader\mat\custom. The WarframeColorizerV1.frag is the older version featuring only the color customization ability; it uses the exact same color mixing algorithm like the original Evolution Engine shader from the Tennogen Steam app, but all rendering work is Toolbag's. The V2 adds the Evolution reflections. With these your specular colors will be much closer to the Warframe engine graphics, especially with metallic and shiny materials, but it's also somehow buggy - read the Usage section or readme file.



Usage

1. Load your Warframe model into a Toolbag, with all necessary textures (grey albedo, normal, metalness/specular, roughness and emissive).

2. If you're using the V1 shader: you may just select WarframeColorizerV1.frag in the Extra - Custom material module (you may watch this to be sure where to find it: https://vimeo.com/230487171) and go to p.3.

If you're using V2: Set up the sky and at least 1 active light in the scene BEFORE the custom shader. It can be a light object (which sets by Ctrl+L or in the Scene - Add Object menu) or the sky child light (left-click at the skybox image in Light Editor). This shader version may get buggy if setted up without the light sources in the scene. Although too many of light sources are bad also - the original one works with 3, this version can safely keep 1-3 but no more. After that, select WarframeColorizerV2.frag in the Extra - Custom material module. Now you can safely add another light sources too if you need them, or change the skybox.



3. You will get 4 color customization slots (primary, secondary, tertiary and accents) and an empty texture map slot. Load your Warframe tint mask into it.

4. That's all, you can customize the colors! There is no slot for the emissive color because it can be customized with the default Marmoset Toolbag functions.

Bugs and solutions



The V1 is perfectly stable, that's why it is in the archive too (but it's not so accurate in imitating the actual Warframe graphics). The V2 can behave buggy (metal materials can turn black or something like this) if setted up without a light object in the Toolbag scene, so correct order is important: light before the shader. Seems you can safely change the number of light sources or skybox after that, but if any rendering bug has appeared - the best solution is to create the new scene and set it up with the new sky and lights.

