Select MatCap™ Red Wax.
Set 'Cavity Transition' to zero.
Set 'Cavity Detection' to zero.
Select material 'DoubleShade1'.
Adjust basic values of Shader 0.
Selecting Shader 1, the MatCap shader which we are about to create with LightCap.
Set 'Render/RenderProperties/Details' to 3.
The above step is important when creating fine LightCap maps, especially when using detailed alpha-based lights. When using simple LightCap lights, a lower value will suffice. 00:28
This value represents the size of the maps that ZBrush creates: 1=512x512, 2=1024x1024, 3=2048x2048
Adding lights to LightCap. Each is assigned a square alpha and with H and V tiling.
Selecting the "Specular" mode to view the reflections generated by the added lights.
You may adjust the MatCap 'Cavity Transition' value to allow for more or less specularity. 01:07
-1=Diffuse only, 1=Specular Only, other values will produce a blend of the Diffuse and Specular maps (orbs).
Adjusting Shader 1 Mixer. Pressing 'Black'.
Setting 'Fresnel' to 95 and "F Exp" to 1.2.
Setting blend mode to 'Overlay'.
You may want to also experiment with other blend modes.01:28
Activating 'Render/Render Properties/Smooth Normals' and 'Render/Render Properties/Transparent'. Adjusting "BPR Transparency" values.
You need to press the 'Tool/Display Properties/BPR Transparent' button for each subtool which you want to be rendered as transparent.02:00
Adjusting 'Light/Distance'. This sets the relative distance of the lights which in turn controls the reflections.
A test BPR render.
Adjust Matcap shader 'Depth' value which controls the reflections.