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
>>>>
>>>
>>>
>>
>

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