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Topic: "MatCaps" Materials  (Read 9394 times)

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December 01, 2017, 09:43:23 pm
Thanks,

What size would you typically render the sphere at 512 ? 1024 ? 2048 ?
Usually at 512 px2.
Actually, I just opened my scene for rendering  MatCaps and I see that the camera is set to 256px2.
« Last Edit: December 01, 2017, 11:06:43 pm by rubberDuck »

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December 02, 2017, 12:28:27 pm
Try this
http://www.digitalfossils.com/Download/NVil-Dec-02-17.rar

* File drag-drop is done.
* Matcap can be assigned globally or to individual object. Cube matcap can only be assigned globally. When assigning to object, the object will be set Matcap Enabled automatically.


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December 02, 2017, 08:45:51 pm

Actually, I just opened my scene for rendering  MatCaps and I see that the camera is set to 256px2.

Ok, thanks !

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December 03, 2017, 12:25:55 pm
Try this
http://www.digitalfossils.com/Download/NVil-Dec-03-17.rar

Some bug fixed which may occur if multiple matcap groups are created.

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December 06, 2017, 09:23:06 am
Its just amazing ! Its just increase the preview quality by 3x. Thanks!

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December 06, 2017, 11:19:38 am
Try this
http://www.digitalfossils.com/Download/NVil-Dec-03-17.rar

Some bug fixed which may occur if multiple matcap groups are created.

WOW!!!!

Thanks a lot Istonia!!

You rock :)


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December 06, 2017, 01:06:21 pm
One thing i noticed, if i split object by using

Common Modeling Shortcut Tools>> Split

Splitted object looses the matcap and switch to normal material.

workaround in the moment:  Turn on/off "Rendering Options>> Enable MatCap"

I use in the moment "NVil-Dec-03-17"..

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January 16, 2018, 10:46:14 am
Hay, what is the algorythm of usig it?
What I have to do, first, second, etc...?
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January 16, 2018, 11:11:10 am
It is somehow complicated. Try this

1. Download some sphere images from this google 'MatCap' search result.
https://www.google.co.nz/search?q=matcap&rlz=1T4ADRA_enNZ383NZ387&tbm=isch&source=iu&ictx=1&fir=tJXG4BAQxt-luM%253A%252Csh0qq1Ebvxh3tM%252C_&usg=__OydEbVxpLJ8HTzMnQnjNQpZGmTo%3D&sa=X&ved=0ahUKEwjd8IGTqdzYAhXIXLwKHS0JBVQQ9QEIVDAJ#imgrc=tJXG4BAQxt-luM:

2. View > Windows > MatCap Window.

3. Right click > New Group.

4. Right click > New Sphere Mat > load the images you downloaded. Or just drag the image files into MatCap Window.

5. LMB drag matcap material from MatCap Window into scene object to assign.

6. Ctrl + LMB drag any matcap material from MatCap Window into scene object to unassign.


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January 17, 2018, 01:09:41 pm
Thanks, how Global MatCap works?
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January 17, 2018, 01:15:22 pm
The Global MatCap is a scene level matcap. Once it is set, an object will use it as long as the object's this flag is turned on, View > Object Shading > Object Individual Shading > Enable MatCap, and no individual matcap is assigned to the object.

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January 17, 2018, 02:27:15 pm
So what is the case when we have to use it?
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January 18, 2018, 01:02:31 am
I don't know. You may never want to assign a sphere matcap as global matcap.

Cube matcap can only be assigned as global matcap before it can be used that means it can not be assigned to individual object. Cube matcap has 360 degrees ability while sphere matcap only has one direction. But cube matcap has some disadvantages. It needs 6 images which are not commonly available. If you increase its resolution, viewport performance can drop quickly.