Matcaps are one of the easiest ways to get great-looking results. We’ll explore how they work, how to use them with WebGPU, and how they compare to more expensive environment-based materials.
Topics covered: MeshMatcapNodeMaterial, texture loading, HDR environments, PBR, and the WebGPURenderer.
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Matcaps are honestly one of those things that feel almost like cheating in a good way. You get really nice shading instantly without setting up lights or a full PBR environment. I’ve always liked using them for quick previews or stylized scenes since they keep things consistent and fast.
Curious how the WebGPU version compares in practice though. Does MeshMatcapNodeMaterial give you much more control than the classic one, or is it mostly the same workflow?
Like the other Node materials, MeshMatcapNodeMaterial can be extended and wildly customized with TSL. Or, you could use the same workflow as with the existing MeshMatcapMaterial.