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For the matcaps it was cool to see that we could
use a png if we wanted just a simple matcap
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however there is another feature that matcaps have
and this is a feature that a png is not going to
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be a format that will work with it, to find the
feature we just need to go down to the bottom
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where we'll see specular lighting and this is
grayed out showing it's not an option in this case
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but if we come over to the studio lighting, we
can see this option specular highlight, we can
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see we kind of get that hotspot disappear
there as we toggle that on and off and the
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matcaps also have that option, but none of these
matcaps as farms i'm aware are actually set up to
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be able to use that. if we want to be able to use
it we can, but we definitely need to use an Open
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Exr for that and just hope that it doesn't crash i
guess to actually set this up let's dig into it a
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little bit, so what i'm going to do is i'm going
to take this image and duplicate it with Shift
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D and then i'm going to go and add in a color mix
rgb node and then what's going to happen is we're
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going to take our specular, i'm going to add it
onto the first image, so let's change this from mix
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to add, then i'm going to add this all the way
let's jump over to rendering, because we're
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not going to see any of this until we do, so if we
change this slider now we should have a little bit
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of an effect, but that's just because we're just
adding the same image onto itself, so i'm going to
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take that image away and click on New, let's call
this painted spec, let's make it 512 and click ok
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now let's move over to the texture pane and
instead of painting on this particular image i'm
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going to paint on painted speck, now what i like
about this is that we can now start to paint and
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we can see clearly exactly what we're doing with
this one image, this one texture layer, but we would
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like to see that in combination with other layers,
so what i'm going to do is switch over to rendered
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mode and now we can see our black and white image
here being added onto the original image that we
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did, so i'm going to undo a couple of times and do
something actually very very basic, i'm just going
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to just paint in a few kind of highlights here and
there, jump over to smudgy mix smudge smudge and then
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just do a little bit of this, give this a little
bit of swirliness until i'm happy with it and then
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maybe i'm going to drop the strength down of this
and make this a little bit larger, actually i'm
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going to jump over to the textural brush and just
drop the strength on this instead and just add in
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a little bit of extra at the top, maybe drop the
brush with the F, drop the size and add a little
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extra at the top, all right with that done how
do we then combine this so that we can use this
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in our matcap option here at the bottom where it
says specular lighting? so first of all i'm going
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to make sure i pack this image and then i'm also
going to make sure that we saved the blend file
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safety first, so with that done we can now jump
over to our compositing workspace and what i'm
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going to need to do is add in an output, a file
output, with this selected we can then come over
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to the item in the sidebar which we can enable on
with the N key if you don't have it open and then
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within the properties we can get access to this
file output and we're going to change from png
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to Open Exr multi layer, this allows us to add
in additional sockets, so by default it's set to
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image, but i'm going to change that to diffuse then
i'd like to click on the add input to add another
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socket which we can name as specular and it's what
we plug into this specular which is going to show
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up for us when we go to that checkbox within our
matcap within the 3d viewport. so we can use our
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render layers, but i'd like to actually show that
we can do this another way as well, so we can just
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go input image and i'm going to duplicate that
one and then we have our two images, so we have
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the matcap painted and we have the painted
spec and we can just hook these up like this
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all we need to do then is tell it where to save
it and what to call it, i'm gonna call it painted
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with spec, accept that then when we press F12 it's
going to show us this, but we're going to actually
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ignore that because actually in the background it
will have also created this file for us and saved
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it automatically, so let's go back over to the
shading workspace, switch over to matcaps and
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then another bit of safety first, is just make sure
we're saving the .blend file before we do this and
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then come over to the matcaps with the cog icon
then we can click on the install, find our painted
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with spec.exr. install the light and there we go!
i'm going to click the minus on the first one the
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png one and then click the X to cancel that and
then come over to the matcaps and now when we
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select this one we now have this not grayed out
anymore, so let's take a look over here at this
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version since it's geometry that is a little bit
more interesting and go full screen on it, so here
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at the moment we can see the specular highlight
because it's on by default, but we can also disable
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that and as though the sun has gone behind
the clouds, but the potential is always there. :)
7557
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