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
>>>
>>
>>
>

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