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One more thought i'd like to add into this matcap process actually is to make the
distinction that within the matcap view we can't do very sophisticated things as we can in the
shader node graph, so should you want for some reason to be able to replicate this
kind of look within our nodes, then that gives us the ability to be able to combine any number
of other awesome node groups and all kinds of effects, so if i switched over to rendered
mode and actually let's take a look through the camera because we have this sphere here
so on this image we have just a specular and on this one we have the diffuse and we combine them
together here, but if we take a look around you can see it's not sticking, it's not behaving like
a matcap so what we're going to need to do is to create some texture coordinates to make this
happen and what we're going to need is our normal output, so i'm going to plug those both in and
then it's still not really working, so i'm going to Shift and right click and drag across those
just to group them together and that allows us to add a little something in here, a vector transform
node, so in that goes and basically we're just looking to convert from the world into the camera
since this whole effect depends on our camera's position, we want to switch from the world into
the camera and when we do that we essentially get it working, but clearly it seems to not be quite in
the right position and scale, so let's just sort that out with a vector mapping node, let's drop
that in and then from the scale's point of view i'm just going to left click and drag across X
and Y and scale this down to 0.5 and then to shift this i'm going to set this to 0.5 and the y to 0.5
and that looks like it's moved it into position, let's take a look back over onto these objects and
that's looking like it's working correctly to me, but now we have the option to be able to mix this
in with any number of noises or other procedural texturing madness or goodness as it should be seen.
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