MatCaps are applied with the MatCap shader, and can be added to the Shader Tree by clicking Add Layer > Special > MatCap. Resolution-wise, make sure the image itself captures the necessary details for the target output resolution, but for soft, blurry MatCaps, sizes in the 512x512 to 1024x1024 pixel resolution works just fine for most cases. When creating MatCaps, avoid surfaces with high-frequency details, these don't typically map well to complex surfaces, and they end up looking like the image is a reflection onto the surface instead soft or subtle transitions work best. However, make sure the final image is cropped in exactly to the outer edge of the sphere and that the image has the same width and height (square aspect ratio). You can create or photograph any spherical shape for application to the surface. The MatCap shader requires a spherical image as a source. This opens up all sorts of interesting possibilities for non-photoreal image rendering demonstrated by these examples below the original MatCap is on the left, with the resulting shaded surface on the right. What happens is the shading of a spherical image is applied to the target surface by mapping corresponding normals from the captured surface onto that of the rendered surface. MatCaps, or "material captures" allows you to create a surface material and lighting environment simply by painting an object so that it looks like how you want your surface to appear. You are here: Shading and Lighting > Shader Tree Item Layers > MatCap Shader MatCap Shader
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