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MatCap Gloss

By the end of this page you'll know how to bake a matcap highlight as a grayscale UV mask, and how to bake an AO mask from only mesh concavity, independent of scene view angle.

Creates: Grayscale mask texture (for gloss/effect mask input to shaders)

Procedure​

  1. Select hair (or target) object in Hierarchy → Load
  2. Preview ON → rotate scene view camera to catch the gloss at the right angle
  3. Pick a MatCap texture and adjust Roundness / Strength / Contrast
  4. Use scene view handles to position
  5. Bake — bakes from current scene view angle and auto-saves to original texture folder

If the mesh has multiple materials, pick the working slot from thumbnails below the checkbox first. → Material Slot Picker

Scene view handles​

HandleOperation
Orange sphereMove virtual sphere center
Edge knobAdjust radius
Rotation ringRotate gloss direction (camera stays fixed)
Disabled when Preview is off

When Preview is off, handles appear dimmed and can't be edited. This prevents accidental value changes.

Gloss / AO (Cavity) submode​

Toggle between the two modes at the top of the tab.

ModeBasisScene anglePreview
GlossMatCap + mesh normalAffects result — bakes from current viewpointReal-time
AO (Cavity)Mesh shape concavity aloneDoesn't affect resultPreview Bake button

AO mode gives the same result wherever you point the camera because it reads the shape itself. Instead of real-time preview, use the Preview Bake button to check results in advance.

AO mode adjustmentWhat it does
RadiusHow wide a range counts as "concave"
Sample countQuality. Higher = slower but smoother
StrengthHow dark it gets
ContrastDifference between bright and dark areas
InvertWhite in convex areas instead of concave

Presets​

Save settings (global direction, sphere size, etc.) and reuse on other meshes. Useful for applying the same gloss to hair split into multiple objects.

→ Settings and presets

Refine in Paint​

The Refine in Paint button next to the bake result sends that mask to the Paint tab. You can hand-paint over the computed gloss — remove gloss from just one forelock strand, or fill in areas the computation missed.

Saving​

  • The filename includes mesh structure, so same structures overwrite each other.
  • If a same-named file exists, you're asked Overwrite / New Name / Cancel.
  • Confirm saved files in the Recent Bakes list at tab bottom; ping or open folder.
  • When Hierarchy selection changes, a "Selection changed — reload" line appears (auto-reload is off while previewing).

Where to assign​

ShaderSlot
lilToonMatCap ▸ Mask · Reflection ▸ Smoothness Map
PoiyomiMatcap ▸ Matcap 1 ▸ Mask · Rim Lighting ▸ Rim ▸ Mask & Bias
MingToonSpecular ▸ Toon Specular Mask · Rim ▸ Fresnel Rim Mask
NiloToonMatCap Additive ▸ Mask Map · Occlusion ▸ Occlusion Map (AO mode)

Full table → Shader connections