

I was having some difficulties getting the mapping correct, but I found the transformVector node to cast the tangent vectors into view, thanks to finding a nice UDK article on SEMs Pouring all my free time into this, and having fun! You can also create some rather convincing sub surface effects on the cheap I will create a few master materials, one of which being a 2 matcap blender Of course the surface detail needs to be there to support them. You can also create highly stylized shaders with ease and even blend multiple matcaps like so: So it facilitates a lower point of entry for fancy materials, something non-technical-artists/non-artists (and generally those who don’t want to spend a long time learning and refining materials) would appreciate I’m sure.

so yeah working with that in mind, totally.Īlso highlighting other benefits of matcaps, you can create shaders just by painting a 2D sphere i did the bulk of mine by painting, Gaussian blur and maskingĪnd you can rapidly create surface based shaders without messing around with dot products, special vector nodes, and the general extrapolation that involves, and just figuring out vector relationships and all that other technical wizardry… Yep, the limitation you need to keep in mind of course is the matcaps are static, and look more or less the same from every angle, however you can blend them with scene lighting as i have started doing, and it works quite convincingly, and works with baked or dynamic lights of course.

Seems like it’d be useful for games with baked lighting, when you want a specific effect that isn’t easily made with materials.
