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NPR Wiki
  • NPR tricks
  • Content Guide
  • Outline
    • Black outline
    • Inverse Hull Method
    • Variable Line Thickness On Inverse Hulls
    • Freestyle Mastery (WIP)
  • Shaders
    • Normal Spherizing using Abnormal
    • Manga shader collection
    • The most basic NPR shaders
    • Basic Matcap
    • Maintain falloff with different light hue
    • Reflective Textures
  • Color
    • Display the same color as picked
    • Isolate materials from world color
  • Normal editing
    • Normal Basics
    • Fixing dress edges shading
    • Fixing breast shading
  • Grease Pencil
    • Prevent GP Strokes From Clipping into a mesh
  • PIXEL ART
    • Pixel Art Basics
  • Modeling
    • Detailed curve hair
  • External Links
    • BlenderNPR
    • BEER/Malt wiki
    • Abnormal add-on wiki
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  1. Shaders

Basic Matcap

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Last updated 3 years ago

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This is the most basic matcap projection. Its a representation of normals relative to the camera. For a Sphere the matcap projection is basically just screen space that tracks with the object (can be useful in other contexts too).

If you want to use an image texture as your matcap, you first need to remap from (-1 : 1) to (0 : 1) like this.

On a sphere, the texture will look undistorted you can make a bad Fresnel effect with matcap mapping.

Or you can create crispy procedural matcaps to make for example NPR metal shaders or like in this case create a "mask" to mix in lighting, color and stepped gradient effects.