MatCap™ technique from ZBrush
Author: | misak |
Date: | 25 Mar, 2013 |
Category: | effect |
Credits: | Pixologic's MatCap, Charles Hollemeersch, Leonardo Covarrubias |
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Description

What if you could create a surface material and lighting environment simply by painting an object so that it looks like you want it to look? What if you could create that surface material by sampling points from an existing image that already features the material and lighting environment you want?
- No tedious tweaking of numerical material values.
- No need to set up any lights.
For a great many (probably the majority) materials and lighting environments, this is exactly what MatCap™, a ZBrush proprietary feature, allows you to do.
© 2013 Pixologic, Inc
http://docs.pixologic.com/user-guide/materials-lights-rendering/materials/matcap/matcap-basics/
Comments
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Brilliant! I like Matcap in Zbrush...
Sample Matcaps by Scarbini: http://www.federicoscarbini.com/wp/download
Thank you :)
Thats really very good :) Preset materials are really useful!
Thanks for bringing this up:) useful stuff
Nice! Where are those sphere maps from?
I found this lightmaps in google. You can make some in C4d, Max and other 3d soft.
Also you can use ZBrush. I found many presets for it. One of them you can found in comments. But I could not get the desired result in ZBrush
But are they copyrighted? Couldn't find them.
for c4d users: https://vimeo.com/32444296
howto add alpha pin to shader? possible?
I love this shader! Also you can create your custom matcap texture realtime and achieve some kind of lighting:
Tried this in EX9 and looks amazing!! Wanna try this out in DX11, How do i apply Binormals and Tangents to vertex noise applied geometry?
Not sure if this is the right way, but kinda worked with DX11. But no luck with vertex noise.