Graphics Programs Reference
In-Depth Information
5.
Finally, set the Viewport Shading Method
of the 3D Viewport to Text u re and, in the
Display panel of the 3D Viewport, set the shad-
ing option to GLSL . Your MatCap material
should now be visible on your mesh, as shown
in Figure 6-12.
this kind of shading for sculpting. While many are
distributed in the proprietary .zmt format, you can
often easily find images of MatCap materials to use
as textures in Blender. Googling around will turn
up plenty of good MatCap textures, too.
It's also worth creating your own MatCap images.
Whenever you have a material you like the look of,
try applying it to a sphere and rendering it out to
use as a MatCap material. ( Just remember to crop
your image to just inside the outline of the sphere
to avoid getting any artifacts around the edges of
your mesh.) You can also mix MatCap textures
using a material with multiple texture slots. (See
Chapter 12 for more on how to do this.)
Finding MatCap Images
A number of MatCap images are included on the
disc accompanying this topic, but you can ind
many more online. Many are available from web-
sites devoted to ZBrush, a powerful commercial
sculpting app that was one of the first to implement
Figure 6-12: A MatCap material setup and the results in Blender's 3D Viewport. With the Normal texture coordinates, the image
of the sphere is mapped to the normals of the mesh, mimicking the same shading.
 
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