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MatCapMaterialNew
Ops.Gl.Shader.MatCapMaterialNew_v3
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 https://github.com/nidorx/matcaps

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

Use at your own risk :)

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Inputs

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


Color

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


Outputs

Next (Trigger)

output trigger


Shader (Object)

shader output


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MatCapMaterialNew - Example :


Credits


Changelog


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