Matcap
Matcaps, or "Sphere Textures," are textures that are mapped to an object based on the relative angle of the view direction and the material's normal direction. This means that areas that are pointing up will be mapped to the top center of the matcap texture, areas pointing down and right will be mapped to the bottom right of the texture, and so on.
The word Matcap is a portmanteau of Material Capture. The technique was originally designed as a fast, low-overhead way to approximate the look of specific materials, baking in many details. With modern GPU performance and physically based shading techniques, matcaps are not as necessary for performance as they used to be.
There are a total of 4 Matcap sections (0, 1, 2, 3) available to you, each being independent of each other.
All features from the deprecated Iridescence section has been merged into Matcap as the Gradient UV Mode. This mode functions the same way as Iridescence.
Example of various Matcaps used on two Material Spheres.
UV Mode
Type
: Dropdown, Options:UTS Style
/Top Pinch
/Double Sided
/Gradient
Defines how to apply the UV to the normals of the model.
UTS Style
UTS Style maps the texture based on the view normals, with no correction for the angle of view. This results in slightly more distortion in the top and bottom of the texture, but is generally acceptable. In VR, however, moving your head results in a rotation and distortion of the matcap.
Top Pinch
Top Pinch maps the texture based on the view normals, with a correction for the angle of view. This prevents rotation of the matcap when the head is tilted in VR. This results in a more uniform projection, but has artifacts in the top and bottom of the texture.
Double Sided
Double Sided uses the object's orientation and the reflection vectors to determine the matcap projection. This results in a consistent, unique matcap effect.
Gradient
Allows you to configure a radial gradient to be used as your matcap texture. Click the rectangle to the right of the Matcap texture slot to open the gradient editor.
Gradient
replicates the effect used in the old Iridescence feature in older versions of Poiyomi Shaders.
Color
Type
: Color
Tint color applied to the matcap texture. This color is multiplied with the matcap texture.
Matcap
Type
: Color Texture (sRGB ON)
Texture used for the matcap. This can be any color texture, but is typically a sphere texture.
Matcap Slot Options
UV To Blend
Type
: Dropdown, Options:UV0
/UV1
/UV2
/UV3
/Panosphere
/World Pos
/Local Pos
/Polar UV
/Distorted UV
Choice of UV to use for the Matcap.
Blend UV X
Type
: Float, Range:0.0 - 1.0
How much to blend on the UV's X-axis.
Blend UV Y
Type
: Float, Range:0.0 - 1.0
How much to blend on the UV's Y-axis.
Panning
Type
: Vector2
How much to continuously pan the Matcap on the UV's X-axis and Y-axis.
Axis | Function |
---|---|
X | How fast it pans on the X-axis in your UV |
Y | How fast it pans on the Y-axis in your UV |
Border
Type
: Float, Range:0.0 - 0.5
How far toward the edge the matcap texture should be applied. At 0.0, it would only project the very center. At 0.5, it would project all the way to the edge. This option defaults to 0.43
.
Rotation
Type
: Float, Range:-1.0 - 1.0
How much to rotate the Matcap texture.
Intensity
Type
: Float, Range:0.0 - 5.0
A scaling factor for the matcap texture. This is useful for making the matcap texture more or less visible, and defaults to 1.0
. Values above 1.0
will make the matcap brighter.
Emission Strength
Type
: Float, Range:0.0 - 20.0
How much emission to apply to the matcap.
Base Color Mix
How much to blend with the Base Color or Main Texture.
Normal Strength
How much to blend with the Normals of your Material.
Masking
Mask
Type
: Data Texture (sRGB OFF)
Mask that defines where to apply the Matcap effect. Black indicates where the matcap should not be applied, and white indicates where it should be applied.