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One more thought i'd like to add into this
matcap process actually is to make the
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distinction that within the matcap view we can't
do very sophisticated things as we can in the
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shader node graph, so should you want for
some reason to be able to replicate this
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kind of look within our nodes, then that gives
us the ability to be able to combine any number
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of other awesome node groups and all kinds
of effects, so if i switched over to rendered
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mode and actually let's take a look through
the camera because we have this sphere here
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so on this image we have just a specular and on
this one we have the diffuse and we combine them
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together here, but if we take a look around you
can see it's not sticking, it's not behaving like
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a matcap so what we're going to need to do is
to create some texture coordinates to make this
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happen and what we're going to need is our normal
output, so i'm going to plug those both in and
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then it's still not really working, so i'm going
to Shift and right click and drag across those
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just to group them together and that allows us to
add a little something in here, a vector transform
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node, so in that goes and basically we're just
looking to convert from the world into the camera
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since this whole effect depends on our camera's
position, we want to switch from the world into
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the camera and when we do that we essentially get
it working, but clearly it seems to not be quite in
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the right position and scale, so let's just sort
that out with a vector mapping node, let's drop
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that in and then from the scale's point of view
i'm just going to left click and drag across X
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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
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and that looks like it's moved it into position,
let's take a look back over onto these objects and
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that's looking like it's working correctly to me,
but now we have the option to be able to mix this
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in with any number of noises or other procedural
texturing madness or goodness as it should be seen.
2937
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