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 >

