[Bf-committers] User added Metcaps, finished??
magick.crow at gmail.com
Tue Mar 31 23:27:51 CEST 2015
ps I still think it would be good to just let the artist add some matcaps
as per the original design.
On Tue, Mar 31, 2015 at 6:21 AM, Chris Lee <infin8eye at gmail.com> wrote:
> 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.
> 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:
> > Just for reference, you can do this in cycles:
> > Plus if you wanted to use nodes to colour the recessed areas
> > you could use a colour ramp.
> > In theory you could combine the matcap and colour ramp technique, to get
> > 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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Douglas E Knapp
Creative Commons Film Group, Helping people make open source movies
with open source software!
Massage in Gelsenkirchen-Buer:
Please link to me and trade links with me!
Open Source Sci-Fi mmoRPG Game project.
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