Call for Content: MatCaps

Some black or dark gray would be good for previewing weapons.

My posts above are being marked as spam just because they have OneDrive links to the MatCaps?

Edit: thanks to whoever fixed that.

@zebus3d Here’s a very dark grey with rim lighting.

Download:

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I wonder if it’s at all possible to replicate the iconic ZBrush look via a matcap?

Not sure exactly what’s happening, but surface seems more shiny the sharper it is, and concave surfaces feel… dry? While I’m not a ZBrush user, I’ve always found it visually appealing.

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Fun fact: The red wax matcap is the most hated zbrush material of all times among zbrush users (hence my username :wink: ). In fact, many users asked for it’s removal as the default zbrush matcap, and in answer to that, pixologic had to release a feature that allowed you to change the default matcap with another of your choice.

And no, this look is not easily achievable in blender, because the material system in zbrush has some special features, like, this matcap actually uses two images to achieve this look, one for the convex areas and one for the concave areas, and the effect of this is controlled by cavity detection/cavity transition and other features in the matcap material options.

But hey, the blender devs are genius, they can make a similar matcap material system, or even better, if they wanted to. :smile:

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Hm this is really easy to do! You literally just take the 2 images, compare surface normals to blend the 2 images.
(as node material)

If I had the time to get familiar with blender code I could probably do it in a few hours.

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Hand Painted

With colour and cavity

EXR download

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Haha didnt knew that. :smiley:

Nice, thanks!

Grabed spheres from maya viewport, this one is linear

vojtisek_Maya_01_linear!

Examples

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Grabed spheres from maya viewport, this one is sRGB

You probably shouldn’t be grabbing stuff from Maya

Just make sure it is:

Your own creation
CC 0 - Public Domain
512x512
16bit EXR

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I’m afraid it’s way more complex than that… :wink:

How so? Only complicated thing here would be the more complex AO calculations that are not really an option when you hare handling real time mesh changing.
Btw I did this with screen space normal sampling in a game engine I’m developing and it’s pretty close to the results that zbrush has. (aside from edge artifact that I’m too lazy to filter out)
So hell if a hobbyist like me can do it pretty easily than idk who can’t. :wink:

Ah, sorry, didn’t know, should I delete these posts then?


This is a Carpaint style Matcap with Clear Coat and Flakes like metallic carpaints
Exr : https://drive.google.com/file/d/1iiWc0_rLgTrKAdDcIlIAcblW3vYwDvQ4/view?usp=sharing

1 Like

you cant model a perfect sphere and take a print of your art because maya owns anything you make in maya?
Oh! we can’t use photoshop to make matcaps either!

A very soft matcap with directional lighting so that it’s flippable.



Super Soft:
https://drive.google.com/drive/folders/1q-l13gfS0CgbpJ74XA_DPIUbWKTpJpI_?usp=sharing

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Maybe I misread the post, but it sounded to me like they were taking screengrabs of Maya’s matcaps. If that’s not the case, I apologise.

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Hi everyone. On behalf of the Blender developers, I want to thank everyone for taking time to post some excellent matcaps in here. It’s hard to pick out the best, because many of them are really well made.

I’ve gone through all the matcaps in here and tested them on both organic and hard surface models. I’ve picked out 20 different matcaps that seemed to work well and provide different utility. Here are the preliminary selects:

As you can see, we have:

  • skin/flesh
  • car paint
  • ceramic
  • lead
  • Anisotropic
  • Chrome
  • Toon
  • three model checking matcaps (dot, reflection check and normal)
  • resin
  • various types of clay and mud

Some of the clay ones do have some overlap, but I had a hard time picking them out, and they seem to be a very popular matcap category. The seemingly subtle differences have a large effect on a real scene, and I think it’s useful to switch between them to see your model in a new light.

Feedback welcome, of course.

Cheers

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