Setting up a realtime litsphere shader in Maya

In an earlier post I discussed and shared a litSphere (or Matcap) shader for maya (which also works in Softimage.) Back when I made one for a place I worked I also made this artist’s guide for coworkers, which I just found while sorting through my hard drive.

The shader I made available here is not the one I made (it’s no longer mine to share) but one in the public domain – happily this little guide still applies.

So here it is…

There are quite a few litsphere maps out there, do a little googling and you’ll find plenty. They are also easy to make in photoshop. If you want to simulate lighting from a render, you can place your advanced/non-realtime material on a sphere, render it out, and use that as your litsphere… this is great for previs and layout, you can see in your viewport a realtime approximation of your shaders. And since it works out-of-box it’s a useful trick for studios which don’t have the resources for a more advanced realtime visualization system.

 

Your results will vary depending on your graphics card. Softimage users, I’m not much of a shader guy but it shouldn’t be too difficult to set up a good solution for the high quality viewport (which, by the way, hasn’t gotten the attention it deserves – sure it needs work but its a huge step in the right direction.) If I get a chance I’ll see what I can come up with, it would be nice to be able to model in a viewport with shading looking similar to Zbrush etc. I’d also like to have a simple solution for lit sphere shading in Arnold and Vray. Any shader gurus out there who are interested in the idea contact me and I’ll share what I have (for what it’s worth.)