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Would you like to inspect the original subtitles? These are the user uploaded subtitles that are being translated: 1 00:00:00,080 --> 00:00:04,720 One more thought i'd like to add into this  matcap process actually is to make the   2 00:00:04,720 --> 00:00:10,720 distinction that within the matcap view we can't  do very sophisticated things as we can in the   3 00:00:10,720 --> 00:00:15,280 shader node graph, so should you want for  some reason to be able to replicate this   4 00:00:15,280 --> 00:00:19,760 kind of look within our nodes, then that gives  us the ability to be able to combine any number   5 00:00:19,760 --> 00:00:24,240 of other awesome node groups and all kinds  of effects, so if i switched over to rendered   6 00:00:24,240 --> 00:00:28,080 mode and actually let's take a look through  the camera because we have this sphere here   7 00:00:28,080 --> 00:00:33,600 so on this image we have just a specular and on  this one we have the diffuse and we combine them   8 00:00:33,600 --> 00:00:38,560 together here, but if we take a look around you  can see it's not sticking, it's not behaving like   9 00:00:38,560 --> 00:00:43,280 a matcap so what we're going to need to do is  to create some texture coordinates to make this   10 00:00:43,280 --> 00:00:47,760 happen and what we're going to need is our normal  output, so i'm going to plug those both in and   11 00:00:47,760 --> 00:00:52,400 then it's still not really working, so i'm going  to Shift and right click and drag across those   12 00:00:52,400 --> 00:00:57,680 just to group them together and that allows us to  add a little something in here, a vector transform   13 00:00:57,680 --> 00:01:03,440 node, so in that goes and basically we're just  looking to convert from the world into the camera   14 00:01:03,440 --> 00:01:07,920 since this whole effect depends on our camera's  position, we want to switch from the world into   15 00:01:07,920 --> 00:01:14,080 the camera and when we do that we essentially get  it working, but clearly it seems to not be quite in   16 00:01:14,080 --> 00:01:19,840 the right position and scale, so let's just sort  that out with a vector mapping node, let's drop   17 00:01:19,840 --> 00:01:24,400 that in and then from the scale's point of view  i'm just going to left click and drag across X   18 00:01:24,400 --> 00:01:33,760 and Y and scale this down to 0.5 and then to shift  this i'm going to set this to 0.5 and the y to 0.5   19 00:01:33,760 --> 00:01:38,720 and that looks like it's moved it into position,  let's take a look back over onto these objects and   20 00:01:38,720 --> 00:01:44,240 that's looking like it's working correctly to me,  but now we have the option to be able to mix this   21 00:01:44,240 --> 00:01:48,200 in with any number of noises or other procedural  texturing madness or goodness as it should be seen. 2937

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