[Bf-committers] User added Metcaps, finished??

Chris Lee infin8eye at gmail.com
Tue Mar 31 06:21:01 CEST 2015


Hi Douglas,
it occurred to me that the height shader may not be suitable for sculpting
something like a character. A cavity shader would be good, but the cavity
shader tutorials I have seen involve baking dirty vertex to a UV map, so no
good for sculpting. However I just came across this scripted solution for a
procedural ambient occlusion node. I will be checking it out, so I thought
you may be interested.

http://www.creativeshrimp.com/osl-ambient-occlusion-shader-procedural.html

Kind Regards,
Chris "*Chips*" Lee
Mobile: 0410155111

Infin8eye <http://infin8eye.carbonmade.com/>
Knight of the DLF
IGDA Sydney founding member

On 31 March 2015 at 14:32, Chris Lee <infin8eye at gmail.com> wrote:

> You cannot use the baked AO to UV map and masking in a sculpt workflow,
> no. It is an interesting technique though for visualising a final sculpt.
> However the basic setup of any matcap as a texture is so simple, it can
> take less than a minute.
> I just found this, which provides all the details at a glance:
>
> http://sozomaika.deviantart.com/art/Blender-Matcap-material-tutorial-431268608
>
> Just for reference, you can do this in cycles:
>
> http://blenderartists.org/forum/showthread.php?303899-SOLVED-matcap-in-cycles-with-nodes
>
> Plus if you wanted to use nodes to colour the recessed areas procedurally,
> you could use a colour ramp.
>
> http://blenderartists.org/forum/showthread.php?305648-Cycles-Height-based-material
>
> In theory you could combine the matcap and colour ramp technique, to get a
> procedural version of the previous video, but I have not tried to do it.
>
> Regards,
> Chris Lee
>
> Kind Regards,
> Chris "*Chips*" Lee
> Mobile: 0410155111
>
> Infin8eye <http://infin8eye.carbonmade.com/>
> Knight of the DLF
> IGDA Sydney founding member
>
> On 30 March 2015 at 22:58, Knapp <magick.crow at gmail.com> wrote:
>
>> On Sun, Mar 29, 2015 at 3:54 PM, Chris Lee <infin8eye at gmail.com> wrote:
>>
>> > Have you tried creating a matcap texture? At least until there is a
>> change.
>> > I really like this tutorial as it covers the basic setup but takes it
>> > further by adding AO to mask another matcap.
>> >
>> > Combining and creating GLSL Matcap Materials:
>> https://youtu.be/FOqEZAwju9U
>> >
>> > Very cool but it is a baked UV map so you can't use it in sculpt,
>> correct?
>>
>>
>> --
>> Douglas E Knapp
>>
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