Hello, this is my first post. Does someone know to create a renderman MatCap Red Wax (or similar) renderman shader? If anyone knows how to code this material, can you give some information of how technically works?
If you are using Renderman Studio.
Crate a red Blinn Shader, add a subsurface scattering attribute, adjust to taste. In ZBrush export a displacement map, cavity map and a normal map, adjust the cavity map in Photoshop or whatever. Apply the Cavity map in the diffuse node, adjust to taste.
Make sure to adjust the displacement map to suit Maya (using Alpha is luminance technique).
Make sure to use at least two lights, one for back light and one for direct light.