Yeah, this is a pretty good start – I hope something like this one gets included.
But man… those blurry edges. I almost want to say that Blender needs a dynamic, procedural, matcap system for things like this as the 512x512 resolution of a static image is reaching its limits here. That, or an integrated curvature analysis engine that will heat-map visualize the problems on your mesh
I work in Design in the Automotive industry and I have to say, they would be a killer features for sketch modelling. Easily making blender best in class for that!
I have to say that such reflection pattern should not be too hard to implement as a nodetree for eevee. And that would be perfectly smooth since it will be procedural.
better, I have done several tests with matcaps and patterns, and I have not uploaded them because they are not worth it. Apart from pixelated only the lines that cross the center or the rings for the edges provide useful information, the rest make water.
Proving HISEROD matcap, I see that it works much better than my tests.
Here’s another version of the Zebra shaders, as automotive modellers are used to. It’s pretty useless to demo such a shader on the waspbot, but it reveals modelling issues on the following hard surface model quite well:
You need to upload EXR file of your paint. You can use online file sharing websites like Mega or Dropbox or upload to your Google storage. Provide link to the file. EXR file is gonna act like source file so that developers at the end have freedom to export it in best suitable format.
Here’s something I’ve done, however when I followed instructions on setting gamma etc. in wasp file, I’ve noticed there is very high contrast applied, when by default it’s none (at least for now). I’ve done preview with none.