http://andy.moonbase.net/archives/651
On Thu, Feb 7, 2013 at 11:19 AM, Dan Yargici <[email protected]> wrote: > 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 >> > >

