MatCap™ Enhancements

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MatCap™ stands for Material Capture and represents an elegant way to quickly create new materials. These MatCaps can be derived from a light map, a sphere rendered in another application, or even by sampling from a photograph. In all cases, the MatCap bakes shading and lighting information into the material, thus providing a material that looks great in real-time as you sculpt. However, this same baked lighting information also means that a MatCap will not respond to changes in your scene’s lighting. This is important to bear in mind since ZBrush 4R2 introduces the new LightCap feature.

The purpose of this section is not to provide a thorough explanation of MatCaps, but rather to cover the changes from earlier versions of ZBrush. If you would like to learn more about MatCaps, we encourage you to read MatCap.

MatCap settings have been improved in ZBrush 4R2 to allow for many new modifications. These allow you to make subtle changes to your MatCaps or transform a MatCap into a totally new one.

In the Material > Modifiers, new settings have been added. These are available for both MatCap channels (A and B). Channel A is the main material and B – if used – is the cavity material.

Note: If you wish to use your MatCap in other projects, be sure to save it using the Material > Save button.

Contents

MatCap settings

Hue A & B Slider

Change the hue of the selected MatCap, shifting its base color.

Saturation A & B Slider

Change the saturation of the selected MatCap, letting you make the color more pure or fade it toward gray.

Intensity A & B Slider

Change the brightness of the selected MatCap, making it lighter or darker. This is similar to what a 2D image editor’s brightness adjustment does.

Note: The top Intensity A & B sliders are affect the intensity of the final rendered shader result (post-process). The new second Intensity A & B sliders modify the intensity of the MatCap image before it is rendered (pre-process).

Retain HighColor A & B Slider

Allow the amount of color correction to be inversely proportional to the intensity of the color. In simple terms, bright colors will retain their original shade while darker colors will take on the new shade.

Orientation A & B Slider

Change the light orientation of the MatCap through the axis perpendicular to the screen. This is similar to how a global change of scene lighting affects non-MatCap materials.



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