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Something else that's going to be able to give
us that toon look our matcaps and matcaps we
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can find in our solid shading view and we
can then click on the down arrow and find
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matcaps right here. then if we click on the sphere
there we get a collection of all the currently
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default installed matcaps and one of them
right here at the end actually is a toon
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matcap, so potentially you might think oh what
was the point in doing all that node work down
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here when we could adjust on this? well something
that matcaps do is create the impression that
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say... a sun lamp for example is attached to the
camera, as we can see here the top kind of front
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area is all lit, but as we move the camera down
we can see that now the underneath is all lit
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and this is great for modeling, it means that
you don't ever find yourself trying to model a
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difficult to read area, a little section of the
model plunged into shadow, so this does have its
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use, but there is that distinct difference between
some of these other options, so for example like
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the studio lighting, notice the studio lighting
does the same thing at first, but we can actually
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set the lighting to be fixed to the world and now
it becomes apparent that the lighting is on the
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left hand side and we can kind of come to a darker
area, it's not going to follow the camera, hence
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this option here to be able to toggle how you want
that to behave, matcaps unfortunately don't have
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that fixed lighting option, but we do have these
little double arrows here, which means we can flip
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the matcap, the sphere sort of mirrors along
the horizontal axis and it also does mean we
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can combine this with other colours, vertex colours,
the texture from a selected image, i'm just going
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to switch random on just to show some interesting
combination there as it combines that with the mat
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cap and we can still combine this with other
options on here such as our cavity options
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what's interesting is that we have the option to
be able to install our own matcaps so it begs
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the question how might we actually go about
creating one? and so let's look at that next.
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