:)

Although I wouldn't be surprised if that real time shader was too archaic to 
run properly in the 2013 viewport... If that's the case, it shouldn't be too 
difficult to make one even if you aren't a shader guy, using the newly-released 
and free mental mill 1.2 (why they just released an update to a supposedly 
deprecated tool I have no idea, but what the heck.)

On Feb 7, 2013, at 3:51 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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