That's a great find Gustavo - thanks!

DAN


On Thu, Feb 7, 2013 at 5:59 PM, Gustavo Eggert Boehs <[email protected]>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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