

The material is completely unreal, but it helps to understand the surface curb. Either they have too much information and generate noise, or they have strange shadows and elongated glows, which even when applied on a sphere the sphere does not seem spherical.įor example, the Matcap that I just hung has a single horizontal cut and the edges blurred, this helps to center the vision on the center, and being horizontal and coinciding with nature is perceived better than a vertical cut. Half of the current Matcaps are very good, but from my point of view the other half is worthless. blend file so they are future proof.Īnother thing I would like to comment, in general. That’s all! Same guidelines as the last time apply, only this time provide the source. The first one had the Diffuse slider to 0.0 by mistake, instead of 1.0. Does it sound complicated? Download this ready-to-use demo file and copy over your lighting/shading. How ToĪll you need is a little compositing to mix the passes and output a MultiLayer EXR file with two layers: diffuse and specular. Re-render! At least some of them, not all of the MatCaps make sense to re-render since they are either not specular or serve different purposes. blend file the MatCaps can’t just be re-rendered by the developers with new passes and stuff. blend file wasn’t a requisite (we only asked for the EXR image). When the Call for Content was made, providing the source.

It basically looks at the EXR file for a layer with the name specular. In 2.81, support for multi-layer EXR was added.
