Call for Content: MatCaps

I’m modeler and I sculpt since 15 years ago, and the last 2 years I only sculpt using blender. But I think that you must accept other matcaps and not only sculpting matcaps because blender have a lot of users, not only sculpting.

Your preselection of matcaps have a lot of matcaps of last william selection and you must admit that a lot of that matcaps are similar.

@billrey Finally in blender2.8 we will have the option to rotate and change hue and bright of matcaps?

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Alberto: No, there are no plans to include hue and brightness adjustments for matcaps currently, that I know if. It existed temporarily in the Clay engine, which no longer exists. It often broke the matcaps quite badly, esp the old low quality compressed ones.

However, with the new ones being EXRs, it could be useful to bring this back, as it wouldn’t break the images as badly anymore. The hue one especially could be useful for things like the car paint matcap, if you don’t like red cars :slight_smile:

Note that we did add an option to flip matcaps, which is useful to see your model in a new light, and if you prefer the highlight to be on the other side. We think this is more useful than rotating matcaps, because the ground plane will then be off.

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Hi, how about bump up the list and include this one? This is the sculptor’s dream, haha, every zbrush user has a similar one, and I’m sure Blender users would love to have it too, I know I would. :smiley:

Thx.
Peace.

Would be really good have that controls if it’s possible. Also if you guys see this option, could you think in change the “bright” to “contrast” control? with an EXR will be more usefull.

I’m aware of that. I want to test them out and see how they compare. Sculpting matcaps can look different but work very similar while sculpting.

I literally said that other matcaps are also useful and emphasized we should include them…

After reading through the discussion here, I noticed some of the problems with how I was approaching my sculpting matcaps. Because I wanted them to look a certain way, I had to forfeit some of their usefulness. So I did some testing, took some advice from this thread, and studied some of the most useful matcaps to make this.

My best matcap, hopefully, to be extremely useful and solve the problems of my previous designs, while still looking great. (I think I can finally say I did the brown clay matcap justice)

@Moniewski I hope this meets your expectations, I know you have a lot of experience under your belt, and if you have any constructive advice or criticism, I am happy to make modifications and adjustments to give the best contribution possible.

(google drive EXR file link) https://drive.google.com/open?id=1yPjWdRqSJ4vjWYwkJ5dXqvUYLTiIK_Ez

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My opinion about this list.

What I think that could be removed

  • Basic shading - Not a good basic shading, maya matcap sRGB is better imo like basic shading.
  • Skin diffuse - really bright, maybe a problem with this thumbnails
  • ceramic and ceramic pear - I don’t think that blender needs four ceramics matcaps really similar.
  • clay_muddy - similar to Clay Brown
  • Clay_rim - matcap with only rimlight is not good
  • Metal anisotropic - Good idea, but doesn’t work well
  • Metal Lead -> have texture and make strange gradients, also have same tone that viewport background

What I think that could be good to add

  • Jade, really beatutifull and different matcap
  • mc32blur, same that before by wevon
  • skin matcap by erstus (I don’t know why, but I like it)
  • mc25 by wevon
  • Maya sRGB shading
  • Original mc15 from blender2.79
  • mud.exr by linko

And final note, coudl be good pick the matcap with old viewport style, is a good easter egg and a way to reduce bad opinions about blender2.8 new viewport if you give the oportunity to make a similar style.

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Well done!
That sculpt matcap is what is missing from the list of the selected ones. I hope it gets included.

@billrey I vote for this sculpt matcap, it’s really high quality, very smooth and pleasant to work with, and displays the forms really well. Truly amazing.


To the left two matcaps of the list, to the right two matcaps mine discarded.
Although mine have unreal colors, I think it shows the detail better without getting to perceive the volume with distortion.
I think that the selection has discriminated between simulated materials and materials to check errors.
I think that my matcaps contain hard and soft glows, gradients of tone, saturation and value. All with the intention of perceiving the volume better without reaching stylization.
This is all.

Ok, will look at those again on monday.

I see a lot of nice entries, thanks, and I’ve voted for my favorites.

My favorite (sculpting) matcaps in ZBrush and Blender are usually the ones with:

• One horizontally centered highlight, vertically a bit higher than the center (about 45 degrees).
• No harshly dark shadow area.
• Smooth shading without disruptions, because those slight disruptions (such as grungy shading / subtle additional highlights) can seem like disruptions in the model’s surface.

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Thanks to the latest version of 2.8, it now works in solid view. You never get to truly appreciate the sheer awesome factor that comes with it until you try it yourself. Going back to 2.7 is like going back to the 19th Century. Especially excellent work on that sexy cavity shader, no more AO renders, just OpenGL, smooth as a baby’s bum.

Anyways, I thought I’d show you my matcap on the waspbot.

1 Like

Here’s a dark MatCap with rim lighting, might be useful to @laudaris as well for things like oceans. I also have a similar one i submitted up here but the rim lighting isn’t as bright as the one below (looks great though).

This one should look good and extremely contrasted on a HDR display because the outer rim and spot brightness both exceed what a SDR display is capable of (at least in the future whenever Blender supports HDR displays in the viewport).

Download:

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@pablovazquez @billrey
Any word on why the world hdris disappeared from the latests builds? Basically the look dev mode is dead, way back it used to have some hdris…

Im not sure why we need look dev in the first place when we can just use eevee in rendered mode

This bi-directional one is very useful, one directional only does not always pinpoint all problems. I hope this gets in!

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Yes, unless you use trackball rotation in the viewport it will show more detail. However, I feel that it is slightly less comfortable to look at than a conventional one.

Also, the selected reflection checker is not perfect; the stripes in the middle are wider in an attempt to make it seem less cluttered.

…though another idea is to add support for rotating the matcaps not just flopping flipping them.

I’ve spend entire day sculpting and testing 20 matcaps from this topic.
I made rough head base with dyntopo, created matcap shader and loaded all images. In first pass I sculpted nose and mouth, spend about 5 minutes per matcap. Rejected half of them. Then tweaked some matcaps using nodes and sculpted for few hours switching between them. Here are my thoughts. Mind that I tested them for sculpting purposes only.

BEST:

Matcap_DefaultWax_dark
This is the definition of boring matcap. :wink: It works wonders while sculpting anything from large forms to details. Definitely best one I’ve tested. Great for longer sessions. Bit to dark, especially on bottom. Can be easily adjusted in compositor for wider range.


TRWP_Sculpt
Another fantastic one. Good for larger forms. Bumping up contrast will make it better for medium forms.


BrownClay
Obviously default one, good replacement for red clay from 2.79. Its great but there is one problem, ball is slightly bumpy on bottom part, this should be fixed.

GOOD:

Mud
Good for medium forms and details. Sharp light terminator on bottom is an issue.

Matcap1
Bit too bright one but can be fixed in compositor. All around matcap.


Matcap5
Also too bright and easy to fix. Large and medium forms.


OK IF FIXED:

Smooth skin
Another very bright one. Needs stronger front facing specular highlight.


Sculpt
Frontal lighting works well but those lights in corners should be removed, especially bottom one. Bumping contrast should also help. Easy for eye, good for longer sessions.


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When using EEVEE as a renderer, LookDev lets you turn on/off the lighting and swap the world background without actually changing your lights, World and render settings. It’s pretty useful to test your shaders in a different environment, especially seeing it lit by different HDRI that are saved in your preferences and can be used in across files to compare. Less pollute on your files just to test stuff.

When using Cycles as renderer, LookDev has all the benefits from when you’re using EEVEE. Plus, it is the fastest way to get the closest to a rendered version, preview materials, bump, lighting, etc using fast OpenGL instead of actually rendering with raytracing and loading everything in memory.

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