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