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Thread: ZBrush matcap in Blender

  1. #101
    Member kernond's Avatar
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    grrrh! That's what I'm hoping to see on my system. I tried it with shadeless on/off. No spec. Mapping set to Normal. GLSL. Textured view mode. I even reloaded the factory defaults to be sure.

    What build are you using?
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  2. #102
    Member Bao2's Avatar
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    Blender 2.54 build 32644 Ubuntu 64 bits, Nvidia graphics card

    But I don't think is the release because this was working from day 1 for me in Blender 2.5

    Download this file and see if you have the same result than me:


    >>> Neytiri WIP <<<
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  3. #103
    Member kernond's Avatar
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    Yeah, I'm getting the same results. It looks fine until you start orbiting within the 3d view. Then, it appears to have a reflective, clear-coat finish to it. It no longer has a leather feel to it.

    If you change the mapping to UV, it will look crazy of course, but the texture doesn't appear to slip around and it loses the clear-coat effect.

    Nice model, btw!
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  4. #104
    Member Bao2's Avatar
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    Originally Posted by kernond View Post
    Yeah, I'm getting the same results. It looks fine until you start orbiting within the 3d view.
    I don't know how it works in ZBrush but it seems correct to me. A matcap is just coloring a pixel in the model that is with a same normal as the matcap. So if you see it glossy like a car it is because a large amount of the surface of the model is near planar in that zone. But I suppose the same will be in ZBrush.

    Originally Posted by kernond View Post
    Nice model, btw!
    Is a scanned face Lee Perry Smith gifted to the people:
    http://www.cgfeedback.com/cgfeedback...read.php?t=751

    And a similar thread here in blenderartists:
    http://blenderartists.org/forum/showthread.php?t=198835
    Last edited by Bao2; 23-Oct-10 at 01:36.
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  5. #105
    so i tested a lot of settings and none of it was really working in particular situations. so i tested all possibilities i could think of and finally found a much simpler solution to get more visiblity to contoures while sculpting.

    in the preferences there is only one light enabled by default, and enabling the 2 other lights allows you to lighten up the areas you cant see clearly. colors and spec and light directions can be changed at realtime which makes it superior to the matcap method in my opinion:O




    in 2.5 these lights are enabled by default but can also be changed in the preferences



  6. #106
    Member Ran13's Avatar
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    If anyone is interested, here's a free matcap designer, originally created for Sculptris, should work fine for Blender.

    http://drpetter.proboards.com/index....int&thread=889



  7. #107
    @kromar
    You're absolutely right, this should be enough. But there're some other uses for matcaps. Not using just projection via normals but projection as reflection too. Some interesting results after baking. Can we bake the default OGL gradients as well?



  8. #108
    hi everybody , here are 130 pictures (5000 x 5000) of Zbrush matcaps that I made for this technique in Blender

    http://www.mediafire.com/?7v110vovob3dd66

    http://www.mediafire.com/?soul311i1cui3p1

    http://www.mediafire.com/?4ja3prnexbpq58d


    hope you will enjoy



  9. #109
    thanks for sharing :-)



  10. #110
    Member aermartin's Avatar
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    regarding mat caps in blender I'm after a glossy white for eyes. and maybe a dark with high specular for alien eyes etc.



  11. #111
    Suddenly found this one useful for sculpting.



  12. #112
    Member tyrant monkey's Avatar
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    why do people still use this stuff in blender, I admit I was also into it, honesty all it does is degrade your sculpting performance like hell. Its pretty eye candy but massivly useless when you are actually sculpting.

    In zbrush and sculptris it seems to have no impact on sculpting performance but in Blender when you reach 500 000-10 000 000 polys you are settling for crappy performance when you can have stellar performance without these 'matcaps'
    Last edited by tyrant monkey; 19-Sep-11 at 08:01.
    I have 500 bad drawings in me before the good ones. And I have 319 to go, here they are.



  13. #113
    Probably because in Zbrush and Sculptris, the "matcaps" do not need/use GLSL to be displayed.
    Maybe that's why they're eating performance on Blender and not on Sculptris/Zbrush, as i often read people reporting heavy performance impact when using GLSL



  14. #114
    Member cookingglen's Avatar
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    nice one folks!



  15. #115
    Member Gnaws's Avatar
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    Originally Posted by metalliandy View Post
    ... i have made a video tutorial.....
    FANTASTIC!! Thanks so much!!



  16. #116
    Member Lancer's Avatar
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    Originally Posted by Sanctuary View Post
    Probably because in Zbrush and Sculptris, the "matcaps" do not need/use GLSL to be displayed.
    Maybe that's why they're eating performance on Blender and not on Sculptris/Zbrush, as i often read people reporting heavy performance impact when using GLSL
    Is this true anymore? Just looking at RC1 the Display options (within the [N]key properties panel) have a matcap section which is instant (no nodes) and can be used in Solid viewport shading with Multitexture (not just GLSL). Can someone confirm whether it is still using GLSL (it looks as though it does) and whether it is horribly slow on large sculpts?
    Last edited by Lancer; 14-Feb-13 at 13:19.



  17. #117
    Can someone confirm whether it is still using GLSL (it looks as though it does) and whether it is horribly slow on large sculpts?
    Reports of it being still slow on heavy sculpt meshes



  18. #118
    With Dyntopo it's a bit more usefull, as you don't need very high poly mesh like in Multires to be able to sculpt fine detail.
    But still at some point of your sculpting even on Dyntopo you will notice the hit on the performance .

    Still even if it's too slow for sculpting, matcap can be a fun way to view a model, by example a sculpt i made with dyntopo, the added matcap gives a nice "character"
    http://blenderartists.org/forum/show...=1#post2235261



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