Thanks all! ps I still think it would be good to just let the artist add some matcaps as per the original design.
On Tue, Mar 31, 2015 at 6:21 AM, Chris Lee <infin8...@gmail.com> wrote: > Hi Douglas, > it occurred to me that the height shader may not be suitable for sculpting > something like a character. A cavity shader would be good, but the cavity > shader tutorials I have seen involve baking dirty vertex to a UV map, so no > good for sculpting. However I just came across this scripted solution for a > procedural ambient occlusion node. I will be checking it out, so I thought > you may be interested. > > http://www.creativeshrimp.com/osl-ambient-occlusion-shader-procedural.html > > Kind Regards, > Chris "*Chips*" Lee > Mobile: 0410155111 > > Infin8eye <http://infin8eye.carbonmade.com/> > Knight of the DLF > IGDA Sydney founding member > > On 31 March 2015 at 14:32, Chris Lee <infin8...@gmail.com> wrote: > > > You cannot use the baked AO to UV map and masking in a sculpt workflow, > > no. It is an interesting technique though for visualising a final sculpt. > > However the basic setup of any matcap as a texture is so simple, it can > > take less than a minute. > > I just found this, which provides all the details at a glance: > > > > > http://sozomaika.deviantart.com/art/Blender-Matcap-material-tutorial-431268608 > > > > Just for reference, you can do this in cycles: > > > > > http://blenderartists.org/forum/showthread.php?303899-SOLVED-matcap-in-cycles-with-nodes > > > > Plus if you wanted to use nodes to colour the recessed areas > procedurally, > > you could use a colour ramp. > > > > > http://blenderartists.org/forum/showthread.php?305648-Cycles-Height-based-material > > > > In theory you could combine the matcap and colour ramp technique, to get > a > > procedural version of the previous video, but I have not tried to do it. > > > > Regards, > > Chris Lee > > > > Kind Regards, > > Chris "*Chips*" Lee > > Mobile: 0410155111 > > > > Infin8eye <http://infin8eye.carbonmade.com/> > > Knight of the DLF > > IGDA Sydney founding member > > > > On 30 March 2015 at 22:58, Knapp <magick.c...@gmail.com> wrote: > > > >> On Sun, Mar 29, 2015 at 3:54 PM, Chris Lee <infin8...@gmail.com> wrote: > >> > >> > Have you tried creating a matcap texture? At least until there is a > >> change. > >> > I really like this tutorial as it covers the basic setup but takes it > >> > further by adding AO to mask another matcap. > >> > > >> > Combining and creating GLSL Matcap Materials: > >> https://youtu.be/FOqEZAwju9U > >> > > >> > Very cool but it is a baked UV map so you can't use it in sculpt, > >> correct? > >> > >> > >> -- > >> Douglas E Knapp > >> > >> Creative Commons Film Group, Helping people make open source movies > >> with open source software! > >> http://douglas.bespin.org/CommonsFilmGroup/phpBB3/index.php > >> > >> Massage in Gelsenkirchen-Buer: > >> http://douglas.bespin.org/tcm/ztab1.htm > >> Please link to me and trade links with me! > >> > >> Open Source Sci-Fi mmoRPG Game project. > >> http://sf-journey-creations.wikispot.org/Front_Page > >> http://code.google.com/p/perspectiveproject/ > >> _______________________________________________ > >> Bf-committers mailing list > >> Bf-committers@blender.org > >> http://lists.blender.org/mailman/listinfo/bf-committers > >> > > > > > _______________________________________________ > Bf-committers mailing list > Bf-committers@blender.org > http://lists.blender.org/mailman/listinfo/bf-committers > -- Douglas E Knapp Creative Commons Film Group, Helping people make open source movies with open source software! http://douglas.bespin.org/CommonsFilmGroup/phpBB3/index.php Massage in Gelsenkirchen-Buer: http://douglas.bespin.org/tcm/ztab1.htm Please link to me and trade links with me! Open Source Sci-Fi mmoRPG Game project. http://sf-journey-creations.wikispot.org/Front_Page http://code.google.com/p/perspectiveproject/ _______________________________________________ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers