Technical art support question! How do you calculate #matcap mapping?
I used a cross product of the surface normal and view vector on a Unity project a few years ago, and it works in #Blenderβ¦but the perspective distortion ends up cropping some of the edges. I hacked together a slightly improved version that uses magic numbers and the Z component, but that can't be correct. π
Attached images: matcap source, #blender3d material nodes setup (with hacky fix selected), and render.







