In this lesson video, we are going to continue discussing about viewport shedding modes. This time we will focus on the solid mode. First is the lighting settings. In here we have studio, which is the default lighting mode, then Madcap and finally flat. Let's discuss the flat mode first. Because this is the less complicated of all, essentially, flat mode will remove any shading from the 3d surfaces in the viewport.
So we get to see these flat colored silhouettes of 3d objects. The white color you see on the objects are not controlled by lighting settings, but by the color settings below it. So if it's just random in here, we can see the objects better in a flat lighting mode. Okay, the next lighting setting is the Madcap mode. The name Madcap is an abbreviation which is stands for material capture. It is actually just a 2d image that looks Like a sphere that you see here.
So yes, you can create your own Madcap preset easily using graphics software. In previous versions, we can simply use JPEG, or PNG files as Metcalf's, but since Blender 2.8, it requires an xR file format. And since version 2.81 Blender support multi layers e xR format. Essentially with this format, we can now separate the diffuse and specular colors of the Madcap but we are not going to cover how to create a custom Madcap in this lesson in Madcap mode. We can use the presets by clicking on the sphere image here. As we can see, Blender already provides many different mat camps that we can use out of the box.
We have this brown one, or this ZBrush style bred Madcap which many artists prefer to use when doing sculpting Then we have a normal map like Madcap, which can be useful for checking surface integrity. Feel free to try each of these map caps and see which one you like best. If you want to flip the Madcap color, you can do so by clicking on this arrow button in here. Now do a matte cap works is like this, the sphere like to the image of the Madcap will be used by blender to determine what color to put on the 3d model based on their surface normal direction. So basically, the faces that are facing this way, for example, will be mapped to this color in here. faces that are facing this direction, we'll have color taken from this area, and faces that are directly oriented to our viewing angle will be colored using the center color in here.
I'm pretty sure you get the idea here. Now, because Metcalf's already provide color information, if you have the color set to render Blender actually overlays the random color with the Metcalf's color, which is nice. We can see if we set the color to single here, all of the objects colors now look uniform. Okay. Now if you want to add more Madcap presets, perhaps you already created one or already downloaded from the web, you can add those math caps to Blender by going to the preference window from the Edit menu, or simply hit this button in here. As you can see, it actually opens up the Preferences window.
And then in the Mac apps section, click install in here, choose the image file you want to use, and then click this install custom button down here. Currently, I don't really want to install any new Madcap so I just hit cancel here. Although Madcap looks complex, it is actually cheap. What I mean about chip is that it doesn't really require a lot of processing power. From your system. This is because Madcap doesn't really calculate lighting, it just faking it.
Now this is different from the studio lighting option in here, the studio option actually add and calculate lights in the viewport. So yes, it is more expensive compared to Madcap. But although it uses light sources, you cannot really see them in the viewport because they are just spiritual light sources. If you have the studio active, we can select the preset by clicking on a sphere image in here, we can see Blender already provide us with several studio lighting presets. You can try each of them to see which one you like best. Now by default, the studio lighting mode will use our viewing angle as the reference, meaning the light sources will actually move along with us as we rotate the viewport.
If you want to make the light sources static, or reference the 3d world instead, we can click on this button. Here. Now if we rotate the viewport, we can see the areas that previously cannot be seen. In this mode, we can rotate the whole light sources by clicking and dragging this rotation slider in here. Okay, now you might be wondering, what if I want to create my own custom studio lighting preset? Can I do that?
Yes, you can. First you need to click this setting button which will open up the Preferences window. In the studio lights section, click on this editor, and then click on this edit studio light button. This will synchronize your live editing with the 3d viewport to have a better preview of it. Render provides a maximum of four light sources for studio lighting mode, but you can turn off any of these lights. If you don't really need four light sources to save performance.
Each slide can be customized as much as you like you can control the base color by adjusting the Diffuse Color, you can control the highlight color by adjusting the specular color. You can control how smooth or how sharp the highlight areas using the smooth value. And finally, you can control the direction of the light simply by dragging the sphere in here. The last option is the ambient color. This color determines the darkest color possible present in the viewport. By default, it is set to black.
If we drag the value up, the overall darkest color will go up, thus making the 3d objects in the viewport brighter. You can even add color to this ambient value if you want to. Okay, now if you like the setting, and you want to keep it as a preset, you can click this safe studio light button in here and name the preset with any name you like. I'll name mine Ready? Okay, let's turn off the Edit studio light mode. So the trick viewport does not sync again with the studio lighting editor.
As you can see, we now have a new custom studio lighting preset listed up here. And if we close the Preferences window, we can also find a new preset in a shading option panel in here. If you want to remove a custom studio lighting preset, just click the setting button again, choose the preset you want to remove and then click this minus button. Okay. The next settings we are going to discuss is the color settings. For now I need to skip this texture mode in here and is worth x mod in here also, you will understand about these moods later in Shell law.
When we discuss texture and vertex painting. We already know about random which basically adding unique random color to each of the objects. Single in here will make all of the objects in a scene to have a uniform color. We can specify the color by using the color picker here, you can select any color that you like. And this will show on the 3d objects in the viewport. Next is the object color.
In this mode, Blender will use the object color property, which can be controlled from the properties editor. We actually already discussed this before when we cover the wireframe mode. So for example, if we want to change these objects color, you need to select it First, open the properties editor, click on this Object Properties tab, open the viewport display section and change this color down here. With this method, you can really customize and control each of the objects display color independently from one to the other. The rest of the color settings is the material mode. Now this might get a bit complex.
I know we haven't discussed about material yet. So I want to make this as simple as possible. You see materials in vendor can display to Different types of colors, the one that actually gets rendered and the one that serves only for a viewport display when you are in solid mode, and you have the material option set as the color mode. The only color method is the display color of the material, not the actual color in the materials shader. Let me show you what I mean. If we click on the original cube and go to the material tab in the Properties editor, it is the one that has a sphere like I can, not this one, because this is dual properties, but this one, okay, notice the original cube already has a material.
Notice at the top area, there is a color value that has the word base color. This is the real color that will affect the rendering result but will not affect the color in the viewport. If we are in a solid mode. What you really want to change is all the way down here in the viewport display section. This is the color you need to change. You can see how it affect the color in the viewport.
Okay, next is the background color of settings. Basically, they are the same with what we have discussed in wireframe mode so we can safely skip this one. Let's discuss the options we have down here. back face culling means hiding the faces that are pointing backward. Now you might be wondering what in the world pointing backward means. You see, in computer graphics, each face or each polygon has a single direction called the normal direction.
By default, the normal direction is perpendicular to one of its side, either this way or this way. Yes, we can bend the normal direction, but that will be for a more advanced discussion. The side that is facing the normal direction is called the front face side, while the one facing the opposite direction is The back face side, knowing where the polygons normal direction is important because in many game engines, if not all of them, by default, the back faces will not be rendered to safe performance. You can see this clearly on plain objects. If we have the back face culling option turned on, and then we wrote it the viewport like this, the plane becomes invisible if we are looking at it from the bottom direction. Another example is if we added the cylinder by removing the top face of it, when we see the model from the inside or the interior, it seems that the cylinder doesn't have any polygons at its side.
It actually has Blender just doesn't render them. If we turn this back face culling option again. Now we can see the side faces even if we are looking at it from the inside. Again, this feature is very important for gaming developers to check their 3d models integrity. Before they are exported to game engines, okay, we have discussed about x ray already so we can skip this one. The Shadow option will add shadows to the 3d objects, we can set the opacity of the shadow by dragging this slider left or right.
Now you might be thinking that this shadow option correlates with the studio lighting option we have on top, but it is not. It is actually a different independent system. You can click on this setting button and use these parameters to control the shadow. Next is the cavity option. This option can help us to spot which of the surface areas are concave and which of them are convex. In Screen Mode, Blender will add bright lines on ridges and dark lines on valleys or crevices.
We can control the strength of the bright lines for the readers using the slider and we can control the strength of the data Are the lines for the valleys using the slider. Okay, if we set the cavity mode to world now we get ambient occlusion effect in theory, ambient occlusion or soft shadows that you can find in corners, crevices and objects intersections. Basically with this mode instead of lines we get soft shadows on Valley areas. Now if you want to see both the ambient occlusion effects and the cavity lines at the same time, we can just turn on this both mode in here. Now we can see the soft shadows and the lines together. Okay.
For the depth of your option, we need to skip this for now because we haven't discussed about camera settings yet. Next is the outline option. This is exactly like we have discussed before in a wireframe mode. The last one is the specular lighting option, this option will turn off or on all of the specular effects from the studio light sources. But if you are in the Madcap mode, this option will not work unless the Madcap preset that you currently use already supports specular separation, meaning the Madcap uses multi layers effects are format that separates the specular color from the Diffuse Color, which I don't have in the blender version I am currently using