Welcome, Guest.
Username: Password: Remember me

TOPIC: Reflection / Matcap shader presentation

Reflection / Matcap shader presentation 2 months 3 weeks ago #1

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: 2 months 3 weeks ago by Fu-Bama.
The administrator has disabled public write access.
The following user(s) said Thank You: crosire, Wicked Sick, NattyDread, phexitol, Ryukou36

Reflection / Matcap shader presentation 2 months 3 weeks ago #2

Vanilla image

[spoiler]




With blending mode


Source textures :
They are from Blender Matcap Constest
Warning: Spoiler! [ Click to expand ]
The administrator has disabled public write access.

Reflection / Matcap shader presentation 2 months 3 weeks ago #3

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! [ Click to expand ]
Last Edit: 2 months 3 weeks ago by Fu-Bama.
The administrator has disabled public write access.

Reflection / Matcap shader presentation 2 months 3 weeks ago #4

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! [ Click to expand ]

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
The administrator has disabled public write access.

Reflection / Matcap shader presentation 2 months 3 weeks ago #5

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. ;)
The administrator has disabled public write access.

Reflection / Matcap shader presentation 2 months 3 weeks ago #6

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!
The administrator has disabled public write access.

Reflection / Matcap shader presentation 2 months 3 weeks ago #7

Can you post them on imgur.com or something, not 7z archive?
Last Edit: 2 months 3 weeks ago by Fu-Bama.
The administrator has disabled public write access.

Reflection / Matcap shader presentation 2 months 3 weeks ago #8

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: 2 months 3 weeks ago by matsilagi.
The administrator has disabled public write access.

Reflection / Matcap shader presentation 2 months 3 weeks ago #9

Is it compatible with ReShade 4?
I'm getting a bunch of syntax errors. :(
edit: I got it fixed
Last Edit: 2 months 3 weeks ago by NattyDread.
The administrator has disabled public write access.

Reflection / Matcap shader presentation 2 months 3 weeks ago #10

Why you not paste error log
The administrator has disabled public write access.

Reflection / Matcap shader presentation 2 months 3 weeks ago #11

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: 2 months 3 weeks ago by Deathmedic.
The administrator has disabled public write access.

Reflection / Matcap shader presentation 2 months 3 weeks ago #12

matsilagi wrote:
Haha, you literally sent over 50 textures :pinch:
I can get you one:
i.imgur.com/YvI5gOo.png
Last Edit: 2 months 3 weeks ago by Fu-Bama.
The administrator has disabled public write access.

Reflection / Matcap shader presentation 2 months 2 weeks ago #13

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.
The administrator has disabled public write access.

Reflection / Matcap shader presentation 2 months 2 weeks ago #14

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.
The administrator has disabled public write access.