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 > 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 having to use it as an environment map. So I went into > Mental Mill and mucked about, only to realize that all the metaSL shaders > mental mill is built on are now in softimage. > > In essence, mental mill is now (effectively) in the rendertree for all > softimage users. > > Cool! > > But I wanted a "fire and forget" solution for MatCap shading, so I > hunt-and-pecked my way through writing a metaSL MatCap shader directly. > > It seems to be working fine on my box, but I'm a pretty crap shader writer > so I would appreciate any suggestions for improvement from any gurus out > there. > > *You can find it here* - http://andy.moonbase.net/archives/1037 > > Cheers - AM > > > On Fri, Feb 8, 2013 at 12:49 PM, Andy Moorer <andymoo...@gmail.com> wrote: > >> :) >> >> Although I wouldn't be surprised if that real time shader was too archaic >> to run properly in the 2013 viewport... If that's the case, it shouldn't be >> too difficult to make one even if you aren't a shader guy, using the >> newly-released and free mental mill 1.2 (why they just released an update >> to a supposedly deprecated tool I have no idea, but what the heck.) >> >> On Feb 7, 2013, at 3:51 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 Eggert Boehs < >>> gustav...@gmail.com> wrote: >>> >>>> Hi Dan, >>>> The MentalRay equivelent of a MatCap would be a mirror ball (or a >>>> grayball for shooting FG rays), they are part of the production library so >>>> in SI you will see this shaders are named Mirror Ball (mip) and Gray Ball >>>> (mip). Since the latest release of SI (with the HQ viewport and all) >>>> nVidias's MetaSL library comes bundled in. In it you will find MetaSL >>>> versions (which, for the most part, can be displayed in realtime through >>>> HQV) of most MR shaders, including the mirror ball. >>>> You will find the shader you want under MetaSL - Environment - >>>> Map_Ball. Unlike the MR version, you cant plug this shader directly to your >>>> surface, so you plug it in your enviroment and plug a completaly reflective >>>> material for your surface shader. >>>> For some reason the enviroment texture was not being degamma-ed, so I >>>> have plug a colorcorrection in its output... anyways, the result is pretty >>>> close to the rendered versio, outside some pinching that I have no idea >>>> were it is coming from. >>>> >>>> Best Regards >>>> -- >>>> Gustavo E Boehs >>>> http://www.gustavoeb.com.br/blog >>>> >>> >>> >> >