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Version: 10.0

Matcap

Matcaps, or "Sphere Textures," are textures that are mapped to an object based on the relative angle of the view direction and the material's normal direction. This means that areas that are pointing up will be mapped to the top center of the matcap texture, areas pointing down and right will be mapped to the bottom right of the texture, and so on.

The word Matcap is a portmanteau of Material Capture. The technique was originally designed as a fast, low-overhead way to approximate the look of specific materials, baking in many details. With modern GPU performance and physically based shading techniques, matcaps are not as necessary for performance as they used to be.

There are a total of 4 Matcap sections (0, 1, 2, 3) available to you, each being independent of each other.

Poiyomi Matcaps

Example of various Matcaps used on two Material Spheres.

UV Mode​

Type
Dropdown
Options
UTS StyleTop PinchdefaultDouble SidedGradient

Defines how to apply the UV to the normals of the model.

UTS Style​

UTS Style maps the texture based on the view normals, with no correction for the angle of view. This results in slightly more distortion in the top and bottom of the texture, but is generally acceptable. In VR, however, moving your head results in a rotation and distortion of the matcap.

Top Pinch​

Top Pinch maps the texture based on the view normals, with a correction for the angle of view. This prevents rotation of the matcap when the head is tilted in VR. This results in a more uniform projection, but has artifacts in the top and bottom of the texture.

Double Sided​

Double Sided uses the object's orientation and the reflection vectors to determine the matcap projection. This results in a consistent, unique matcap effect. However, this may require an arbitrary adjustment of the matcap's Border value for it's appearance to look good.

Gradient​

Allows you to configure a radial gradient to be used as your matcap texture. Click the rectangle to the right of the Matcap texture slot to open the gradient editor.

For Iridescence Users

Gradient replicates the effect used in the old Iridescence feature in older versions of Poiyomi Shaders.

Color​

Type
Color

Tint color applied to the matcap texture. This color is multiplied with the matcap texture.

Matcap​

Type
Texture Slot
Accepts
Color texturesRGB On

Texture used for the matcap. This can be any color texture, but is typically a sphere texture.

Matcap Slot Options

Blend UV X​

Type
Range
Range
0to1

How much to blend on the UV's X-axis.

Blend UV Y​

Type
Range
Range
0to1

How much to blend on the UV's Y-axis.

tip

Set this value to 1.0, leaving the X Blend above to 0.0 to emulate the "AngelRing" effect.

UV To Blend​

Type
Dropdown
Options
UV0UV1UV2UV3PanosphereWorld PosLocal PosPolar UVDistorted UVMatcapScreen Space

Choice of UV space to blend the Matcap with.

Border​

Type
Range
Range
0to5
Default
0.5

How far toward the edge the Matcap texture should be applied. At 0.0, it would only project the very center. At 0.5, it would project all the way to the edge.

The Border value should be chosen based on how your Matcap texture appears. This is because there can be arbitrary cases depending on the UV Mode you choose. By default, 0.5 should be what you use as it shows the whole Matcap as-is.

Use 0.43 for Double Sided

If using Double Sided for your Matcap, it's recommended to set this to an arbitrary value of 0.43 for the intended appearance.

Rotation​

Type
Range
Range
-1to1

How much to rotate the Matcap texture.

VR Parallax Strength​

Type
Range
Range
0to1

Sets a parallax strength shown in VR for the Matcap.

Intensity​

Type
Range
Range
0to5

A scaling factor for the matcap texture. This is useful for making the matcap texture more or less visible, and defaults to 1.0. Values above 1.0 will make the matcap brighter.

Emission Strength​

Type
Range
Range
0to20

How much emission to apply to the matcap.

Base Color Mix​

Type
Range
Range
0to1

How much to blend with the Base Color or Main Texture.

Light Color Mix​

Type
Range
Range
0to1

How much to blend with the Light color.

Normal Strength​

Type
Range
Range
0to1

How much to blend with the Normals of your Material.

Reflection Fallback​

Type
Toggle

If enabled, will treat your Matcap as a fallback when there's no reflections in the World.

Masking​

Show on Outlines​

Type
Toggle

If enabled, will make the Matcap effect appear on Outlines.

Mask​

Type
Texture Slot
Accepts
Data texturesRGB Off

Mask that defines where to apply the Matcap effect. Black indicates where the matcap should not be applied, and white indicates where it should be applied.

Hide in Shadow​

Type
Range
Range
0to1

How much to hide the matcap effect in shadowed areas of the mesh.

Circle Mask​

Type
Toggle

Enables the Circle Mask option for the Matcap, allowing the ability to have smaller matcaps without having them repeat.

Circle Mask Options

Radius​

Type
Range
Range
0to0.5

Sets the Radius of the Circle Mask.

Blur​

Type
Range
Range
0to1

Sets the Blurriness of the Circle Mask's edge.

Global Mask​

Type
Dropdown
Options
Off1R1G1B1A2R2G2B2A3R3G3B3A4R4G4B4A

Use a Global Mask to define where to apply the Matcap effect.

Blending​

Replace​

Type
Range
Range
0to1

Replaces the base color with the matcap. At 1.0, the base color is completely replaced with the matcap. At 0.0, the base color is completely unaffected. Values in between will blend the base color with the matcap.

Multiply​

Type
Range
Range
0to1

Multiplies the base color with the matcap. This generally darkens the base color. Black areas of the matcap will always darken, white areas will not affect the base color, and colored areas will darken if the base color doesn't match the matcap color in that area.

Add​

Type
Range
Range
0to1

Adds the matcap to the base color. This generally brightens the base color. Black areas will be unaffected, while white areas will brighten. Colors are simply added on top of the base color.

Mixed​

Type
Range
Range
0to1

Mixes the Matcap to the base color. This generally changes certain areas of the base color by mixing colors together.

Screen​

Type
Range
Range
0to1

Blends the Matcap with the base color by looking at each channel's color information and multiplies the inverse of the blend and base color. This results in always a lighter color, although areas with black leaves the color unchanged and white will produce white.

This is in a similar way to how various Photo Editing programs does it, such as Photoshop.

Unlit Add​

Type
Range
Range
0to1

Same as Add, but instead blends an unlit/unshaded version of the Texture.

Custom Normal Map​

Type
Toggle

Enables the ability to use a bump Normal Map with your Matcap.

Normal Map​

Type
Texture Slot
Accepts
Normal mapsRGB Off

Normal map texture to apply when Custom Normal is enabled.

Intensity​

Type
Range
Range
0to10

How much to scale the normal map. This option is visible in the Normal Map dropdown.

Hue Shift​

Type
Toggle

Enables hue shifting of the matcap texture.

Color Space​

Type
Dropdown
Options
OKLabdefaultHSV

Choice of Color Space to use for the Hue Shift. By default, it will be set to OKLab.

Learn about the difference of Color Spaces as documented here in Color Adjust.

Select or Shift​

Type
Dropdown
Options
Hue SelectHue Shiftdefault

This dropdown allows you to select how the Color Adjustment should behave when the Hue Shift is used. By default, this will be set to Hue Shift.

Select or Shift Options
  • Hue Select: Directly applies the selected Hue as an override to the entire Matcap.
  • Hue Shift: Only tints the Matcap based on the lerped value. This is the default behavior.

Shift Speed​

Type
Float

How much to constantly shift the hue with time. A value of 1 will result in a full hue shift cycle every 20 seconds.

Hue Shift​

Type
Range
Range
0to1

How much to shift the base color around the hue circle.

This value is circular, and will have the same result at 0 and 1.

Blur / Smoothness​

Smoothness​

Type
Range
Range
0to1

How much to smooth the Matcap.

Apply Mask for Smoothness​

Type
Toggle

Allows you to apply a Mask for your Smoothness value.

Mask Channel for Smoothness​

Type
Dropdown
Options
RGBA

Which Channel to use for the Smoothness Mask.

Alpha Options​

Override Alpha​

Type
Range
Range
0to1

How much to override the alpha channel of the base color. At 1.0, this will fully replace the base alpha with the matcap mask.

Intensity to Alpha​

Type
Toggle

Enables a section that allows you to Blend the intensity of your Matcap to the Alpha.

Intensity to Alpha Options

Source Blend​

Type
Dropdown
Options
GrayscaleMax

Which Source to use when blending to Alpha.

Blend Type​

Type
Dropdown
Options
AddMultiply

Which Blending style to use for the Alpha.

Blending​

Type
Range
Range
0to1

How much to Blend the result.

Type
Toggle
Shown when

Audio Link is enabled

Allows Audio Link to influence the Matcap.

info

The settings in this section will only be visible when Audio Link is activated on the Material.

Alpha Band​

Type
Dropdown
Options
BassLow MidHigh MidTrebleVolume

Which band to use to change the Alpha modifier of this Matcap.

Alpha Mod​

Type
Float2

How much to add to or subtract from the Alpha Modifier with Audio.

ModifierFunction
MinAmount changed to Alpha with No Audio in Size Band
MaxAmount changed to Alpha with Max Audio in Size Band

Emission Band​

Type
Dropdown
Options
BassLow MidHigh MidTrebleVolume

Which band to use to change the Emisison modifier of this Matcap.

Emission Mod​

Type
Float2

How much to add to or subtract from the Matcap Emission with Audio.

ModifierFunction
MinAmount changed to Matcap Emission with No Audio in Size Band
MaxAmount changed to Matcap Emission with Max Audio in Size Band

Intensity Band​

Type
Dropdown
Options
BassLow MidHigh MidTrebleVolume

Which band to use to change the Intensity modifier with Audio.

Intensity Mod​

Type
Float2

How much to add to or subtract from the Intensity with Audio.

ModifierFunction
MinAmount changed to Intensity with No Audio in Size Band
MaxAmount changed to Intensity with Max Audio in Size Band