


However, make sure the final image is cropped in exactly to the outer edge of the sphere and that the image has the same width and height (square aspect ratio). You can create or photograph any spherical shape for application to the surface. The MatCap shader requires a spherical image as a source. This opens up all sorts of interesting possibilities for non-photoreal image rendering demonstrated by these examples below the original MatCap is on the left, with the resulting shaded surface on the right. What happens is the shading of a spherical image is applied to the target surface by mapping corresponding normals from the captured surface onto that of the rendered surface. You can choose a blend mode based on your needs.MatCaps, or "material captures" allows you to create a surface material and lighting environment simply by painting an object so that it looks like how you want your surface to appear.

If the test is successful, then the pixel will replace the previous pixel if it fails, then the pixel is discarded. By turning on a depth test, the engine will compare the drawing pixel with the current depth buffer. Depth Test: determines whether or not the object will do a depth test before drawing it.

These state settings, such as depth testing and blending, will change an object’s drawing behaviors: Render states define the operations to be completed during the shading of objects. Simple Skybox material is used to fill empty space in the camera view with a cubemap texture.
