Hi Andy, I was musing about this some more this morning and I have a
suggestion. :)
How big an endeavor would it be to have this as a Display mode? i.e
setting a viewport Display mode to 'Matcap' or 'Litsphere' and having it
override all materials. Perhaps setting the litsphere image via custom
Gosh Dan, I have no idea. It's an interesting thought.
One downer for me with the HQ viewport is the sometimes painfully lengthy
delay when you switch to it. It may not seem like much time but it's enough
to discourage people from using it routinely.
I have a love/hate thing going with the HQ
A slightly lazier suggestion would be to setup a pass where this material
overrides all other materials... just a thought
2013/2/18 Dan Yargici danyarg...@gmail.com
How big an endeavor would it be to have this as a Display mode? i.e
setting a viewport Display mode to 'Matcap' or 'Litsphere'
Good idea Gustavo, and it would be easy to script out a menu item to set
up/switch to display this pass
On Mon, Feb 18, 2013 at 10:09 AM, Gustavo Eggert Boehs
gustav...@gmail.comwrote:
A slightly lazier suggestion would be to setup a pass where this material
overrides all other materials...
I tried out Gustavio's clever approach and it works, but on my machine at
least it doesn't appear to be behaving quite like a true MatCap, in that
the results seem to be in object space as opposed to camera space (but I've
got a weird graphics card so it might just be me?)
Plus I didn't like
Andy, that's great! Thanks!
That's exactly what I had in mind!
DAN
On Tue, Feb 12, 2013 at 8:06 PM, Andy Moorer andymoo...@gmail.com wrote:
I tried out Gustavio's clever approach and it works, but on my machine at
least it doesn't appear to be behaving quite like a true MatCap, in that
great job andy!
so how was the workflow of making the shader? did you use all softimage gui
and the shader code editor? did you use an external editor and kept re
instancing the node? or did you use mental mill text/graph editor and
output .msl from there to use in softimage?
s
On Tue, Feb 12,
Im guessing that he got it working in Mental Mill2 and copy / pasted the
GLSL codes over to the SI shader :)
did the code work straight away with no conversion? nice one by the way
Andy, wanted to try it but sadly only got as far as installing mental mill2
before being distracted by open beta of
ah, ok cool.
actually its still a lot better with plugin shader/shader defs which parse
the .msl for you.
On Tue, Feb 12, 2013 at 2:07 PM, Andy Moorer andymoo...@gmail.com wrote:
@Steven - I just used textpad and kept re-instancing the node, it was
annoying. I fiddled with the shader code
I'll keep exploring. I'm a complete noob to this kind of stuff so I pretty much
just waded in and started banging rocks together hoping to get fire. Me wants
matcap level approach.
But now I've gotten my feet wet, and it was fun, so I might wander down the
path of doing some glsl and see how I
Awesome Gustavo, yes you broke it out perfectly!
The big plus with this multi-node approach is that you can do stuff I haven't
implemented, like rotate the texture, or more easily mix several matcaps
together, add bump etc (though I guess you could do that with the single
shader, too.)
The
I've been messing around with the new MatCap viewport shading in the latest
testbuild of Blender and have extreme jealousy that it's not in Soft. :)
The shader is really simple from what I understand as it's just looking up
a texture based on the normals, nothing more.
It's a really nice way to
You can see a painfully bad example of it in action here:
https://www.youtube.com/watch?v=rgPSQEAWsPE
Why he doesn't tick the smooth shading option I don't know...
On Thu, Feb 7, 2013 at 3:42 PM, Dan Yargici danyarg...@gmail.com wrote:
I've been messing around with the new MatCap viewport
Also great, thanks!
On Thu, Feb 7, 2013 at 10:51 PM, Ed Manning etmth...@gmail.com wrote:
http://andy.moonbase.net/archives/651
On Thu, Feb 7, 2013 at 11:19 AM, Dan Yargici danyarg...@gmail.com wrote:
That's a great find Gustavo - thanks!
DAN
On Thu, Feb 7, 2013 at 5:59 PM, Gustavo
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