» MatCap™ technique from ZBrush
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MatCap™ technique from ZBrush

effect
Credits: Pixologic's MatCap, Charles Hollemeersch, Leonardo Covarrubias

about

What if you could create a surface material and lighting environment simply by painting an object so that it looks like you want it to look? What if you could create that surface material by sampling points from an existing image that already features the material and lighting environment you want?

  • No tedious tweaking of numerical material values.
  • No need to set up any lights.

For a great many (probably the majority) materials and lighting environments, this is exactly what MatCap™, a ZBrush proprietary feature, allows you to do.

© 2013 Pixologic, Inc

http://docs.pixologic.com/user-guide/materials-lights-rendering/materials/matcap/matcap-basics/

download

MatCapDx11.zip
06.10.16 [15:58 UTC] by catweasel | 941 downloads
Dx11 Version (only)
Show 1 older revisions

Older Revisions

MatCapZBrush.zip
25.03.13 [13:06 UTC] by misak | 1343 downloads

metrowave 25/03/2013 - 15:39

Brilliant! I like Matcap in Zbrush...

Sample Matcaps by Scarbini: http://www.federicoscarbini.com/wp/download

Urbankind 25/03/2013 - 18:17

Thank you :)

catweasel 27/03/2013 - 21:53

Thats really very good :)
Preset materials are really useful!

unc 28/03/2013 - 12:29

Thanks for bringing this up:) useful stuff

sven 04/04/2013 - 15:28

Nice! Where are those sphere maps from?

misak 05/04/2013 - 08:47

I found this lightmaps in google.
You can make some in C4d, Max and other 3d soft.

Also you can use ZBrush. I found many presets for it.
One of them you can found in comments.
But I could not get the desired result in ZBrush

sven 05/04/2013 - 11:28

But are they copyrighted? Couldn't find them.

DiMiX 06/04/2013 - 18:55

for c4d users: https://vimeo.com/32444296

DiMiX 18/10/2013 - 20:04

howto add alpha pin to shader? possible?

robe 21/10/2013 - 19:12

I love this shader!
Also you can create your custom matcap texture realtime and achieve some kind of lighting:

sample
Takuma 03/09/2018 - 08:30

Tried this in EX9 and looks amazing!!
Wanna try this out in DX11, How do i apply Binormals and Tangents to vertex noise applied geometry?

Takuma 09/09/2018 - 13:36

Not sure if this is the right way, but kinda worked with DX11.
But no luck with vertex noise.

anonymous user login

Shoutbox

~7d ago

fleg: This Tuesday, Cologne: exhibition opening of "interwoven", textile disinformation patterns created with vvvv. https://fleg.de/news/exhibition-interwoven

~21d ago

manuelgonzalvez: Assimp nodes all broken afted Win Update w/exception "COM object that has been separated from its underlying RCW(...)"

~21d ago

manuelgonzalvez: @levi thanks would love to! anyway managed to get something similar working based on forum search and anthokio's patches.

~21d ago

levi: @ravasquez thanks. 31.2 x86 verrion worked. @manuelgonzalvez i have a dx11 projectTexture if u a want.

~22d ago

manuelgonzalvez: Anyone has a dx11 port of "projectedTexture" dx9 fx for projection mapping?

~22d ago

manuelgonzalvez: Anyone has a dx11 port of "projectedTexture" dx9 fx for projection mapping?

~23d ago

ravazquez: @levi not sure bout the ImagePack, but I believe VL.OpenCV should give you the same tools and should work with beta just fine

~23d ago

levi: anyone knows of a VVVVpacks.image that works for elliot's projector calibration patches?x64,dx11. always crashes v4 on solve.

~1mth ago

Lorenz: VJing with GIFS: https://lorenzpotthast.de/gifjockey/ A fun little side project, that I first prototyped in v4 and now turned web-based ;)

~2mth ago

schlonzo: finally fixed in 4.8 nice1