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Bake In Blender – Matcap To Texture

Blenderでベイクする MatCap(マットキャップ)編

I want to bake a Matcap into a texture in Blender!

So, here is a summary of the procedure for baking MatCap in Blender. I’ll try to keep it as brief as possible.

Advance Preparation
  • Prepare objects to be Matcap baked
  • Expand the object’s UVs
  • Prepare the MatCap image you want to bake

 

*Please also refer to the UV expansion in Blender article when expanding UVs.

 

This article corresponds to the long-term supported version Blender 4.2 LTS.

 

Steps to bake Matcap in Blender

Start!

(1) Change Blender viewport to Matcap display

First, change the Blender viewport to Matcap view.

viewport shading to solid display and click on the “▽” area.
There are three buttons in a row: [Studio], [MatCap], and [Flat], so select [MatCap].

ビューのシェーディングからMatCap表示を選択

 

The viewport will now be in Matcap view. Clicking on the sphere thumbnail below the [Matcap] button will display the Matcap image that is provided by default. You can change the appearance by selecting it.

MatCap画像を選択すれば見た目を変えられる

 

(2) Installed Matcap images in Blender

You can create your Matcap images and install them in Blender.

Prepare a 512 x 512 sized image, saved as jpg or png. In this case, we will use this image.

今回のベイクに使うMatCap画像

 

To install MatCap images, use the viewport shading click on the “▽” area to open it, then click on the gear symbol next to the sphere thumbnail.

A preference window will then open, and click “Install” next to the word Matcap.

歯車マークからプリファレンスを開いてMatCap画像をインストール

When the file selection window opens, select the Matcap image you wish to install.

ファイルビューが開いたらMatCap画像を選択

 

It is OK if the Matcap image you installed appears in the Matcap list.

一覧にインストールしたMatCApが表示されればOK

 

Matcap images are stored in…

Since Blender 4.2, the configuration files for the portable version of Blender are saved in a manually created folder called “portable”, which is also where MatCap images are saved when newly installed.

ポータブル版Blender MatCap画像の保存場所

Location: portable Blender folder/portable/datafiles/studiolights/matcap

 

スポンサーリンク

 

(3) Create a material that will look the same as Matcap in rendering

Blender’s Matcap view is useful for easily changing the texture of a model, but it is only temporarily changing the appearance, so this texture cannot be baked into a texture as is.

MatCap表示だとこんな見た目だけど…
実際のオブジェクトはデフォルトの灰色状態

Since the bake function bakes the result of renderingyou must create a material that will look the same in the rendered view as in the MatCap view and assign it to the object.

 

So, we will create the material.

オブジェクトを選択してマテリアル新規作成

 

After giving the assigned material an appropriate name, click on the surface and change the material type to “radiant.

マテリアルタイプを「放射」に変更

 

Click on the circle next to the color and select “Image Texture”.

カラーのところに「画像テクスチャ」を割り当てる

 

Once you have done this, switch the workspace to “Shading”. (If you have installed the Maya Config Addon For Blender, it will be called ” HyperShade”.)

ワークスペースをShading(もしくはHyperShade)に切り替える

 

If you switch workspaces, you will see three nodes in the shader editor: “Image Texture,” “Radiation,” and “Material Output. Add three more nodes here.

シェーダーエディターに3つのノードがある状態

 

Nodes are added from the menu “Add” at the top of the shader editor.

The procedure for adding the three nodes is as follows.

  • Node 1
    texture coordinates

    Add -> Input -> Texture Coordinates

    追加→入力→テクスチャ座標
    テクスチャ座標ノード
  • Node 2
    vector transformation

    Add -> Vector -> Vector Transform
    *Change the settings of the added vector transformation node as shown in the figure.

    追加→ベクトル→ベクトル変換
    ベクトル変換ノードの設定を図のように変更する
  • Node 3
    mapping

    Add -> Vector -> Mapping
    *Change the settings of the added mapping node as shown in the figure.

    追加→ベクトル→マッピング
    マッピングノードの設定を図のように変更する

 

After adding nodes and changing settings, connect the nodes by mouse click-and-drag as shown below.

追加したノードと元からあったノードを図のようにつなげる

Finally, click the Open button on the Image Texture node to assign the Matcap image.

画像テクスチャノードの[開く]をクリックしてMatCap画像を割り当て

 

Now you have a material that looks the same in the rendered view as it does in Matcap view.

レンダー表示でMatCap表示と同じになるマテリアルの完成~
レンダー表示でMatCap表示と同じになるマテリアルの完成~

 

Check the shading in the 3D viewport by setting it to Matcap or render view. If you just want to render the Matcap look in Blender, this is all you need to do.

MatCap表示とレンダー表示で見比べてみる

 

About setting up a vector transformation node

If you look online at MatCap baking in Blender, you will often find that the vector transformation node is set to “Vector” instead of “Normal”.

When I tried it, I got exactly the same result whether the node setting for the vector transformation was “Normal” or “Vector”.

So, I think the vector conversion can be set to “normal” or “vector”!

 

スポンサーリンク

 

(4) Specify the size of the texture to be baked

In this case, we want to bake the look of Matcap into a texture, so we will prepare for that.

First, add an image texture node in the node editor by going to Add -> Texture -> Image Texture. This node should not be connected to any other node, just leave it there.

画像テクスチャノードを追加して[新規]ボタンをクリック

Click the “New” button on the added image texture node, and when a small window opens, specify the size of the texture to be baked. Give the texture a name that is easy to understand, such as “bake_tex”.

小窓が開いたらベイクするテクスチャの名前とサイズを指定する

 

You will see the image editor next to the shader editor, so click on the icon next to the image name to display “bake_tex”.

シェーダーエディターの横に画像エディターが表示されてるので
画像アイコンをクリックして一覧の中からベイク用テクスチャを表示しておく

*If you do not see the image editor, try to display the image editor refer to Display a window of your choice in a divided area.

 

(5) Change render from Evee to Cycles

Blender’s default render is Eevee, but Eevee cannot be baked, so change to Cycles.

*The method for changing is in the AO Bake article, Change render from Eevee to Cycles.

 

(6) Change the bake type to radiant, select an object, and start baking

Click on the Bake item “Bake Type” and select “Radiation” from the list.

Setting the bake type to “radiant” reduces the number of optional items and gives a cleaner look.

ベイクタイプから「放射」を選択すると見た目がすっきりに

Now that the Matcap bake is ready, select the object you want to bake the Matcap to and click the Bake button. Wait until the baking is finished.

MatCapベイクしたいオブジェクトを選択して[ベイク]ボタンを押す

 

(7) Save the baked image as named from the image editor

When baking is finished, you will see the baking results in the image editor.

ベイクが終わったら画像エディターにベイク結果が表示される

You can save a baked image from the top menu of the image editor under Images -> Save As.

画像エディターの上部メニューから画像→名前を付けて保存
画像データ形式や画像名はここで設定できる

 

Now we can bake Matcap’s look and feel into the texture~!

テクスチャにMatCapの見た目をベイクできた~

That’s all for “Matcap baking in Blender!”

Finish~

 

スポンサーリンク

 

Supplemental Information of MatCap Bake

MatCap bake results depend on the camera angle

The Matcap will look good from any angle in the viewport, but when baked into a texture it will be baked “as seen from the angle of the rendering camera”.

Therefore, the original Matcap view and the baked result will look different from different angles.

MatCap表示ではどのアングルからみてもきれいだけど
テクスチャベイクしたものはアングルによって見え方がおかしくなる

In this case, the render camera was set to show the object from the front, so the baked result looks almost the same from the front as it does in MatCap, but from the side, it looks strange.

Because of the nature of baked image data, it is impossible to bake the image so that it is the same as the Matcap display when viewed from any angle.

 

How to use Matcap Bake

?

What good is Matcap Bake then?

You may think that this is a good idea, but it can be useful in many ways, depending on how you use it.

If you have a specific camera angle, such as a small model in the background, you can use it without any problem.

Another common use is as a base for hand-drawn textures, where the result of Matcap baking is not used as-is but retouched in Photoshop or other software.

 

Depending on the model, there may be cases where you want to express skin or metal textures only by drawing in textures, but it is sometimes easier to use Matcap baking or other methods rather than drawing the entire model by hand.

Matcap is especially useful when you want a fantasy-like expression or a unique texture rather than a purely realistic one.

 

Other

I write in Supplementary Information on the AO Bake

  • Flat + texture display if you want to see the baking result in 3D viewport
  • Margin (padding) settings
  • Smooth shade/Flat shade affects bake results

items are also relevant to the MatCap Bake. Please check them together.

 

Extra: What is Matcap?

MatCap (Material Capture) is…

In brief, A method of pseudo-reproducing the material + lighting of a sphere from a single image depicting the sphere.

MatCapとは…球体を描いた1枚の画像から、描かれている球体のマテリアル+ライティングを疑似的に再現する方法のこと

 

 

MatCap is highly flexible and anything you draw on a MatCap image can be made into a pseudo-material.

For example, with MatCap images with a hand-drawn touch like this…

手描きタッチなMatCap画像を使えば手書き風のふしぎ質感になる

It’s an interesting and good thing about MatCap.

 

It is better to use a MatCap image that properly represents a sphere so that it looks physically correct. However, even an image that is not properly represented can be used as a pseudo-material.

けっこう適当に作った画像でもそのまんま疑似マテリアルとして再現される

You can create your own MatCap images as you wish, or some sites provide free MatCap images.

It is easy to try MatCap in Blender, so if you are interested, please try it!

Toha
Toha

Seeing is believing!

 

Bake in Blender AO version is here.

Bake in Blender for the gradient version is here.

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Toha

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