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
>>
>
>

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