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Namespace: Ops.Gl.Shader
Easy to use image based lighting Material

summary (oneliner)

In 3D computer graphics, the appearance of an 3D object depends on several things:

the surface normals (which determine how the object is shaded);
the point from which the object is viewed;
the lighting setup (orientation and types of lights);
and how the surface reacts to that lighting (for example, how shiny it is).
MatCap (Material Capture, also known as LitSphere) are complete materials, including lighting and reflections, so you can add it to an object and not have any need for, well, lighting and reflections. MatCaps allows you to create a surface material and lighting environment simply by painting an object so that it looks like how you want your surface to appear. This opens up all sorts of interesting possibilities for non-photoreal image rendering.

The key to using a MatCap texture is that is is mapped to the object’s normals (which exist in relation to the camera) defining a color for every vertex normal direction relative to the camera, and your material is set to shadeless (because you don’t need lights to have any influence, as they are a part of the MatCap texture). So as the camera moves around the object, the reflections and highlights move around your object (as if the object were moving and not the camera). In other words, if your object were a sphere, no matter how you looked at it, it would look like the matcap sphere (reflections always in the same place, e.g.). But as your object takes non-spherical shapes, thus changing the normals, the material responds as if it were made of the complex material.

MatCap is most commonly used for sculpting, as it gives quick and useful feedback on how an objects shape is changing. It also works with rendering, to an extent (good when you need to do a quick show-off-your-model render and don’t have time to set up any complex lights or materials). It's very cheap, and looks great when the camera doesn't rotate.

Text taken from

Be sure to check out the repository to find a huge archive of matcaps!

Use at your own risk :)



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related ops


Render (Trigger)

trigger input

MatCap (Object)

matcap texture input

Texture Maps

Diffuse (Object)

diffuse texture input

Normal (Object)

normal map input

Specular Mask (Object)

specular mask input

Specular MatCap (Object)

specular matcap input

AO Texture (Object)

AO texture input

Opacity Texture (Object)

opacity texture input


r (Number)

R channel of diffuse color

g (Number)

G channel of diffuse color

b (Number)

B channel of diffuse color

Opacity (Number)

Alpha channel of diffuse color

Texture Transforms

AO Intensity (Number)

Intensity of AO texture

Normal Map Intensity (Number)

Intensity of Normal Map

Repeat X (Number)

Texture Repeat along the x-axis

Repeat Y (Number)

Texture Repeat along the y-axis

Offset X (Number)

Texture Coordinate offset along the x-axis

Offset Y (Number)

Texture Coordinate offset along the y-axis

Screen Space Normals (boolean /Number)

check to use screen space normals (flat shading)

Calc normal tangents (boolean /Number)

calculate normals & tangents

Texture Opacity

Opacity TexCoords Transform (boolean /Number)

invert y-axis of opacity texture texture coordinates

Discard Transparent Pixels (boolean /Number)

discard transparent pixels under a threshold of 0.2

Alpha Mask Source index (integer /Number)

switch to choose which channel of the texture should be used for alpha mapping

Texture Opacity

Alpha Mask Source (String)

switch to choose which channel of the texture should be used for alpha mapping


Next (Trigger)

output trigger

Shader (Object)

shader output

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MatCapMaterialNew - Example :



created op
2020-09-09 - simod

Ops.User.simod.MatCapMaterialNew_v3 renamed to Ops.Gl.Shader.MatCapMaterialNew_v3
2020-09-09 - simod

Examples using MatCapMaterialNew_v3

Public Patches using MatCapMaterialNew_v3