Call for Content: MatCaps

Yes guys, like I said, make matcaps you will use.
Not fancy matcaps you just made and you like but will not use because the mesh is not readable.

Make a post on BA to post fancy matcaps :wink:

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Honest question, and a call for your opinion. What do you think of how I’m approaching matcap design currently, in your opinion am I creating useful quality matcaps that you would use? If not I really don’t want to continue with the process I have now, I do want to contribute to the 2.8 project.

your last matcap was the best.

Your matcaps are fine yes.

We have several months until 2.8 beta, so the best would be to test the matcaps and see witch ones works pretty well.

I already created some matcaps, but I’m not totally happy with them.
We need to find the good ones everyone could use.

On my test, I can consider those matcaps ok, but need to use them to be sure and I’m pretty sure I’ll dump them.

If the model have a too dark part, it’s not readable, same if it’s too bright or too colored etc.

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it is possible to create something like Surface Check Reflection Map?
Like Zebra in Rhinocerose 3d.


and

I tried, but the result was not very good

https://drive.google.com/open?id=1RLrpJKFCl2W11iLSQHBHzO98KjZnKdA1
https://drive.google.com/open?id=10mDXbc3bVWknDW81LLxSi98P4wjFbqL2
https://drive.google.com/open?id=14JnAX6X2VZX_XCl16exwu1etd2FXwIpk

or maybe there is a better matcap for these purposes?

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Here’s one I like to use for metals like lead:

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Here’s the matcap in action:

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Yup, I’ve asked for the same thing some posts above yours… Folks are just submitting things they think look cool, instead of being “useful” though :-/

We need a specific set of metallic matcaps that can easily show topology flow for sub-d models and other hard-surface meshes. Your examples above are a really good example of what would be nice to see included.

I am working in a matcap to do this sort if zebra check, but it might not be exact.

I made this one for kinda debuging curvature of precise surfaces:

http://www.mediafire.com/file/qbujpe24jiadwn0/Normals%20Debug.exr

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I just took a photo of a light bulb with a few tweaks.

EXR
http://www.mediafire.com/file/e33mczcftx71i3m/Lightbulb.exr

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Another useful one imho, ao matcap can be used in combination with cavity filter for creating quick comp masks (as in example gif) or working some tileable textures. For pure AO you can just use a flat color with the cavity filter but this matcap offers you a more defined silhouette.

I saved it together with the normal map ones. Download

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Not bad, I’ll try to make one too.

with the studio setting we can have something similar.

But I’ll try to make a matcap less bright.
It could be nice to have some options for the matcaps, saturations, contraste, exposure, gamma.

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Yeah, the one I made is tricky because it really depends on the subject, for environments isn’t good because it pretty much darkens the glancing angles, for characters or props you can get cool silhouettes and specifically for texture creation is kind of useful to get some extra masks.

Matcap

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Not sure if this the right place but I would like to point out a problem with the matcap rendering.


In the bottom of the image four spheres are shown which are shaded with the matcap in the top portion of the image. The matcap is a “perfect” circle on a black background. As you can see the background bleeds into the image at the borders. This is kind of expected an can easily counteracted by making the sphere slightly larger. However the matcap also seems to wrap around and for example take colors from the left side of the image on the right side on the sphere. This cannot be fixed by making the sphere larger. Also it is common for matcaps to be light on one side and dark on the other. This causes artifacts when viewing something not centered on screen while a perspective camera is used.

Both these problems could be fixed by shrinking the radius of the circle the matcap actually uses by one pixel.

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My two cents.
I can not upload the images because I am a new user. Can it be fixed?

https://drive.google.com/drive/folders/1FfuVvYt_DbUuclMHGkbeY2ypAfEjg5ct?usp=sharing

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This is due to perspective, normals are not transformed to the camera cone, are just rotated with the same orientation as the camera.

I never saw sculpting programs without this artifact, maybe because performace, generaly isn’t as anoying when a good matcap is set.

Well then, good thing that I fixed it! https://developer.blender.org/rB337aab59e974

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Well done Clément :wink:

@pablovazquez Do you think it will be possible to add matcaps and other overlays per object or collections?

eye_matcap

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