Release Date #
June 12th, 2025
Beta Release Announcement: https://marmoset.co/toolbag/beta/
Installers #
Opt in to beta releases from the in-app Preferences window (Edit -> Preferences) — application restart required after enabling Beta update checks.
Download the Toolbag 5 Windows & Mac installers from your Marmoset account’s Home page.
5.02b Changelog (5020) #
Texturing Improvements #
- We’ve added a Decal layer type with a dedicated Decal tool to make it easy to carefully align logos, mechanical parts, and other design elements to the surface of the mesh.
- Decal Projection mode has been added for vector layers as well, providing the ability to create vector designs on a virtual decal grid.
- A Smudge tool has been added for paint layers.
- Paint layers can now be dragged onto masks with an option to convert the paint data to mask data.
- Fill layers now provide a UI to generate mask content from the various map types (albedo, roughness etc) when using material references.
- Selecting a vector shape now jumps to the appropriate point in the Shapes list.
- You can now select and edit points while using the shape creation tools like Pen and Curvature.
- Spiral shapes in Vector layers are now more stable in Solid mode.
- Vector shapes are now more stable when dragging points near or over UV seams.
- Vector layers are more stable when drawing on thin mesh surfaces.
- Vector layers with radial symmetry are more stable and less sensitive to small differences in topology.
- Vector shapes should now be retained if a mesh object is transformed (moved, scaled, etc).
- Vector layers in Brush mode with small sizes should no longer draw with gaps in the stroke.
- Fixed a bug with Vector layers in the mask stack where duplicating a layer could cause it to no longer draw.
- Fixed a problem where Vector layers with brushes of certain sizes would fail to draw on a scene load.
- Resolved a problem that caused image quality to degrade when non-zero values were used for Random Seed in Voronoi and Cellular layers.
- The alpha channel is no longer saved when exporting texture files that do not require it.
- Fill layers that use material references now display the correct material values when the material is disabled.
- Viewport brush preview should be more accurate now when the Directional setting is enabled.
- Color selection layers now handle areas with fine detail better, improving material ID mask generation.
- Sync Points are no longer restricted and can be placed in Groups or as children to other layers.
- Normal maps can now be toggled from Sync Points, allowing you to determine whether a Sync Point affects certain layer types like Direction.
- Fixed a bug with the texture content generated from Sync Points when left-handed normals were used.
- Texture Projects can now be collapsed, removing the source data from the scene, exporting the textures, and creating a simplified material setup to optimize the scene. Note: It’s recommended that you save a new copy of your scene before collapsing to prevent data loss.
- Linked Bake Projects can be collapsed too, deleting the high poly geometry from the scene, which can help with performance and memory use when working with Texture Projects.
- Fixed a problem with the selection tools in Multiple Texture Set mode where only the bottom row of tiles could be selected.
Baking Improvements #
- Low to Low and UV Matching bake modes have been added for workflows that do not require a high poly mesh.
- The Multi-Layered PSD option has been removed and replaced with a button to export a layered PSD file. This resolves various workflow problems related to previewing bakes when this option was enabled. Now it’s only possible to export a layered PSD file after a standard bake has completed.
- Fixed a regression in the cage expansion algorithm that could cause some vertices to get stuck inside the mesh.
- The alpha channel is no longer saved when baking texture files that do not require it.
- Fixed a regression in UV padding quality.
- Fixed a bug with Skew and Offset painting when zoomed in on the 2D window.
Materials Improvements #
- Fixed a crash that could happen when duplicating a material layer.
- Grayscale texture inputs now draw only the selected channel, making it easier to choose the correct channel with mixmap textures.
- The sRGB Color checkbox in the Vertex Color shading model no longer modifies the albedo texture.
Rendering Improvements #
- The Render object has been split into a dedicated window that can be docked or rearranged in your workspace.
- Render settings adjustments have been moved to the Camera undo track in the History window so that they don’t interfere with the main undo track.
- Ray-traced Fog support has been added, providing more realistic, physically-based interaction of light through the fog volume.
- The Ambient / Skull Illumination and Light Illumination controls for fog have been moved to the Render window, and they now apply to all fog objects in the scene.
- Fixed visual artifacts (glowing white faces) with models that have corrupt or missing UVs.
- Denoising has been improved in Hybrid mode for materials that use Subsurface Scattering.
- Removed the 1K texture resolution limitation for transparency textures when using the raytraced renderer.
- Fixed a bug that caused the Shadow Catcher to interfere with Backdrop objects.
- We’ve added a system to automatically compress mesh ray tracing acceleration structure in cases of limited VRAM. The Ray Tracing VRAM Budget threshold can be adjusted in Edit -> Preferences -> GPU.
- NVIDIA DLSS has been updated to version 4.
Scene & UI Improvements #
- It is now possible to select and edit multiple like-kind objects. This applies to most scene object types, with the exception of layers in Texture Projects and materials in the Materials window.
- It’s now possible to view and customize hotkeys with the editor in Edit -> Hotkeys.
- Scene search and object filtering has been added to make it easy to find objects in complex scenes.
- A Presentation button has been added to the top row to make it easier to add certain scene object types, specifically, Backdrop, Shadow Catcher and Turntable.
- The Light button now allows you to add the different light types: Directional, Omni, Sky, and Spot.
- Backspace should no longer delete the selected object when deleting keyframes.
- The Sky Light thumb now updates correctly when multiple skies share the same image but use different settings.
- Selecting an object now jumps to the appropriate point in the Scene list.
- The default sky object can now be deleted.
Mesh File Improvements #
- Mesh files with high UV precision are now handled correctly, resolving a bug with corrupt UV values in files exported from Reality Capture.
- Animated groom meshes are no longer generated during playback if the mesh is hidden.
- Fixed a crash that could be caused by framing a groom mesh.
- Exported glTF files should no longer flip the UVs and textures.
Library Improvements #
- Custom Folders support has been added to the Library system, making it easier to organize and rearrange locally-saved user files.
- When importing assets into the Library window, for example, multiple images, an ‘Apply to all’ checkbox has been added to make it easier to define the category and other attributes en-masse.