All language subtitles for A_22_Matcap Specular

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Original subtitles

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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