Reflection / Matcap shader presentation

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1 year 7 months ago - 1 year 7 months ago #1 by Fu-Bama
Hello, would like to present Matcap shader that maps mirror ball texture onto geometry (from depth buffer normal map)

Vanilla:


Using matcap texture:


And with blending mode:


Reflection.fx may be useful for creating additional lighting.
If you have some suggestion for blending modes, please write in a comment ;)

Shader can be downloaded here:
github.com/Fubaxiusz/fubax-shaders/blob/...haders/Reflection.fx
and base texture here:
github.com/Fubaxiusz/fubax-shaders/blob/.../Textures/matcap.png

Just right-click on Raw and save as .fx to your shaders location,
same for texture to textures location.
Last edit: 1 year 7 months ago by Fu-Bama.
The following user(s) said Thank You: crosire, Wicked Sick, NattyDread, phexitol, Ryukou36, Vidrax

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1 year 7 months ago #2 by Fu-Bama
Replied by Fu-Bama on topic Reflection / Matcap shader presentation
Vanilla image

Warning: Spoiler!

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1 year 7 months ago - 1 year 7 months ago #3 by Fu-Bama
Replied by Fu-Bama on topic Reflection / Matcap shader presentation
If you want to create your own reflection texture, follow this link:
github.com/Fubaxiusz/shadron-shaders/blo...ct2Equisolid.shadron
But you will have to have Shadron; Available here www.arteryengine.com/shadron/
Warning: Spoiler!
Last edit: 1 year 7 months ago by Fu-Bama.

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1 year 7 months ago #4 by matsilagi
Replied by matsilagi on topic Reflection / Matcap shader presentation

Fu-Bama wrote: If you want to create your own reflection texture, follow this link:
github.com/Fubaxiusz/shadron-shaders/blo...ct2Equisolid.shadron
But you will have to have Shadron; Available here www.arteryengine.com/shadron/

Warning: Spoiler!


If I send you some textures, could you generate their matcaps for me?
I would love to use the HL2 default cubemap and Quake 3 envmaps with it

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1 year 7 months ago #5 by Fu-Bama
Replied by Fu-Bama on topic Reflection / Matcap shader presentation

matsilagi wrote: If I send you some textures, could you generate their matcaps for me?

Sure, post the textures in the comment and I will send them here too. ;)

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1 year 7 months ago #6 by matsilagi
Replied by matsilagi on topic Reflection / Matcap shader presentation

Fu-Bama wrote:

matsilagi wrote: If I send you some textures, could you generate their matcaps for me?

Sure, post the textures in the comment and I will send them here too. ;)


my.mixtape.moe/xxswvr.7z

The JPEGs are from Quake 3, the others are from Half-Life, i dunno which way the faces point on the env_cubemap texture, but there are enough resources on that on the web.

Thanks!

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1 year 6 months ago - 1 year 6 months ago #7 by Fu-Bama
Replied by Fu-Bama on topic Reflection / Matcap shader presentation
Can you post them on imgur.com or something, not 7z archive?
Last edit: 1 year 6 months ago by Fu-Bama.

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1 year 6 months ago - 1 year 6 months ago #8 by matsilagi
Replied by matsilagi on topic Reflection / Matcap shader presentation

Fu-Bama wrote: Can you post them on imgur.com or something, not 7z archive?


Sure thing, gimme a moment

Quake: imgur.com/a/Gbs0ngV

HL: imgur.com/a/IQPk0hY

Quake HD: imgur.com/a/giAY47Z

Thanks!
Last edit: 1 year 6 months ago by matsilagi.

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1 year 6 months ago - 1 year 6 months ago #9 by NattyDread
Replied by NattyDread on topic Reflection / Matcap shader presentation
Is it compatible with ReShade 4?
I'm getting a bunch of syntax errors. :(
edit: I got it fixed
Last edit: 1 year 6 months ago by NattyDread.

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1 year 6 months ago #10 by seri14
Replied by seri14 on topic Reflection / Matcap shader presentation
Why you not paste error log

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1 year 6 months ago - 1 year 6 months ago #11 by Deathmedic
Replied by Deathmedic on topic Reflection / Matcap shader presentation
This is a HDR image I took years ago in the front of a shop I used to volunteer in.
The original image is an hdr format and has multiple exposures, this is just one of them.

I blurred it as the ball used was very rough, works quite well with the shader.

imgur link
Last edit: 1 year 6 months ago by Deathmedic.

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1 year 6 months ago - 1 year 6 months ago #12 by Fu-Bama
Replied by Fu-Bama on topic Reflection / Matcap shader presentation

matsilagi wrote: Quake: imgur.com/a/Gbs0ngV
HL: imgur.com/a/IQPk0hY
Quake HD: imgur.com/a/giAY47Z
Thanks!


Haha, you literally sent over 50 textures :pinch:
I can get you one:
i.imgur.com/YvI5gOo.png
Last edit: 1 year 6 months ago by Fu-Bama.

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1 year 6 months ago #13 by phexitol
Replied by phexitol on topic Reflection / Matcap shader presentation
Would the following additions to this shader be possible?
(1) Have the shading be smooth rather than faceted. It looks odd on people and rounded surfaces.
(2) Limit the effect based on color, like with the ReflectiveBumpMapping shader.
(3) Sample the active window/viewport, transform it to fisheye (optionally blurring it as well, if possible), and use that instead of a static matcap file.

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1 year 6 months ago #14 by Fu-Bama
Replied by Fu-Bama on topic Reflection / Matcap shader presentation

phexitol wrote: Would the following additions to this shader be possible?
(1) Have the shading be smooth rather than faceted. It looks odd on people and rounded surfaces.
(2) Limit the effect based on color, like with the ReflectiveBumpMapping shader.
(3) Sample the active window/viewport, transform it to fisheye (optionally blurring it as well, if possible), and use that instead of a static matcap file.


1. I will look into it, some blurring effect has to be applied
2. Don't know about that
3. I guess ReflectiveBumpMapping is doing just that.
It has to be 360 degrees view to render properly, far more then what's visible in the viewport.

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