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