Also great, thanks!
On Thu, Feb 7, 2013 at 10:51 PM, Ed Manning <[email protected]> wrote: > 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 >>> >> >> >

