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Textures and Materials

Matcap

Matcap is a material with a single texture that stores static lighting and reflection information so that Effect House doesn’t need to calculate these properties on the go. Using Matcap lowers the amount of performance resources needed while still achieving similar results with PBR material when there is not dynamic lighting.

Create Matcap Material

You can add Matcap by clicking + Add asset > Material > Matcap.

Material properties

Base Property:

  • MatCap: The matcap texture that is used for obtaining the necessary lighting information.
  • Base Color: The surface color of the material.

Opacity: When checked, the material will calculate a new Alpha value by multiplying the R channel value of this new Opacity Texture. To learn more about how to use this property, check out Standard PBR.

Normal:An optional property in Matcap materials. If checked, the material will use the texture selected under it as the surface normal of the material instead of the mesh normal attribute. This property will affect any shading that involves surface normal such as lighting.

  • Normal Map: Using a normal texture usually makes the material surface more detailed and realistic.

UV Control changes how textures are sampled in Matcap material. Using UV Control, you may adjust the Tiling, Offset, and Rotation of textures.

  • + Tilling
    • X: (Default: 1)
    • Y: (Default: 1)
  • + Offset
    • X: (Default: 0)
    • Y: (Default: 0)
  • + Rotation
    • Default: 0
    • Range: (0,1)

Render State 0

Depth Test: If checked, depth test should be performed and compared in the depth buffer.

Depth Write: If checked, the geometry depth is written to the depth buffer. Uncheck it if you are rendering objects that are transparent.

Depth Function: Determine how the depth testing gets performed.

  • Default: Less Equal.
  • Never: The depth test never passes and the object will never be rendered.
  • Less: Draw the part of the object when it is in front of the existing objects and hide the parts that are behind the existing objects.
  • Equal: Draw the part of the object that is at the same depth as the existing objects and hide the parts that are in front or behind the existing objects.
  • Less Equal: Draw the part of the object that is in front or at the same depth as the existing objects and hide the parts that are behind the existing objects.
  • Greater: Draw the part of the object that is behind the existing objects, and hide the parts that are in front of the existing objects.
  • Not Equal: Draw the part of the object that is not at the same depth as the existing objects.
  • Greater or Equal: Draw the part of the object that is behind or at the same depth as the existing objects and hide the parts that are in front of the existing objects.
  • Always: The depth test always passes. Always render the object with the material.

Color Mask: R: Red G: Green B: Blue, and A: Alpha channels. If unchecked, it will be prevented from writing to the unchecked channel into the render target.

Cull Mode: Polygon has front and back sides.

  • None mode will make both inside and outside faces renderer.
  • Back: If you choose Back, it won’t render polygons that face away from the viewer.
  • Front means rendering inside facing polygons.

Blend Mode will instruct how the current material will blend with the background.

  • Default: Transparent

Matcap is a material with a single texture that stores static lighting and reflection information so that Effect House doesn’t need to calculate these properties on the go. Using Matcap lowers the amount of performance resources needed while still achieving similar results with PBR material when there is not dynamic lighting.

Create Matcap Material

You can add Matcap by clicking + Add asset > Material > Matcap.

Material properties

Base Property:

  • MatCap: The matcap texture that is used for obtaining the necessary lighting information.
  • Base Color: The surface color of the material.

Opacity: When checked, the material will calculate a new Alpha value by multiplying the R channel value of this new Opacity Texture. To learn more about how to use this property, check out the article [Standard PBR]

Normal:An optional property in Matcap materials. If checked, the material will use the texture selected under it as the surface normal of the material instead of the mesh normal attribute. This property will affect any shading that involves surface normal such as lighting.

  • Normal Map: Using a normal texture usually makes the material surface more detailed and realistic.

UV Control changes how textures are sampled in Matcap material. Using UV Control, you may adjust the Tiling, Offset, and Rotation of textures.

  • + Tilling
    • X: (Default: 1)
    • Y: (Default: 1)
  • + Offset
    • X: (Default: 0)
    • Y: (Default: 0)
  • + Rotation
    • Default: 0
    • Range: (0,1)

Render State 0

Depth Test: If checked, depth test should be performed and compared in the depth buffer.

Depth Write: If checked, the geometry depth is written to the depth buffer. Uncheck it if you are rendering objects that are transparent.

Depth Function: Determine how the depth testing gets performed.

  • Default: Less Equal.
  • Never: The depth test never passes and the object will never be rendered.
  • Less: Draw the part of the object when it is in front of the existing objects and hide the parts that are behind the existing objects.
  • Equal: Draw the part of the object that is at the same depth as the existing objects and hide the parts that are in front or behind the existing objects.
  • Less Equal: Draw the part of the object that is in front or at the same depth as the existing objects and hide the parts that are behind the existing objects.
  • Greater: Draw the part of the object that is behind the existing objects, and hide the parts that are in front of the existing objects.
  • Not Equal: Draw the part of the object that is not at the same depth as the existing objects.
  • Greater or Equal: Draw the part of the object that is behind or at the same depth as the existing objects and hide the parts that are in front of the existing objects.
  • Always: The depth test always passes. Always render the object with the material.

Color Mask: R: Red G: Green B: Blue, and A: Alpha channels. If unchecked, it will be prevented from writing to the unchecked channel into the render target.

Cull Mode: Polygon has front and back sides.

  • None mode will make both inside and outside faces renderer.
  • Back: If you choose Back, it won’t render polygons that face away from the viewer.
  • Front means rendering inside facing polygons.

Blend Mode will instruct how the current material will blend with the background.

  • Default: Transparent