MatCap is a method of light expression using pre-rendered images. This technique uses a picture of a sphere that represents the material and light to simulate lighting.
- MatCap Map
- MatCap Blur Level
- Color Blending Mode
- Scale MatCap UV
- Rotate MatCap UV
- Stabilize Camera rolling
- Normal Map Specular Mask for MatCap
- MatCap Blending on Shadows
- MatCap Camera Mode
- MatCap Mask
MatCap Color : Texture(sRGB) × Color(RGB) Default:White
MatCap Map Texture Example |
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MatCap Map Off | MatCap Map On |
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Blur MatCap Map using the Mip Map feature; to enable Mip Map, activate Advanced > Generate Mip Maps in the Texture Import Settings. Default is 0 (no blur)
MatCap color blending mode. Multiply or Add.
Scaling UV of MatCap Map.
Rotating UV of MatCap Map.
Stabilize Camera rolling when capturing materials with camera.
Stabilize Camera Rolling Off | Stabilize Camera Rolling On |
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If enabled, gives a normal map specifically for MatCap. If you are using MatCap as speculum lighting, you can use this to mask it.
Normal Map Specular Mask Off | Normal Map Specular Mask On |
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A texture that dictates the bumpiness of the material.
Normal Map Texture Example |
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Rotates the MatCap normal map UV based on its center.
Enables the blending rate of the MatCap range in shadows.
MatCap Blending on Shadows Off | MatCap Blending on Shadows On |
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Adjusts the intensity of MatCap applied to shadow areas.
Control how render the MatCap Map based on the camera type.
The MatCap mask is positioned correspond with the UV coordinates of the mesh onto which the MatCap is projected, and the pixels on black areas are hidden.
Adjusts the level of the MatCap Mask. When the value is 1, MatCap represents 100% irrespective of mask. When the value is -1, MatCap won't be displayed at all and MatCap will be the same as in the off state.
When enabled, inverts MatCap Mask Texture colors.