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enter image description here enter image description here enter image description here

This is all my data I used to make a material like MatCap , any way to bake and export material as MatCap ?

enter image description here like this MatCap that I exported from Zbrush even I don't know how to use it in blender :)

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Matcap is about giving color information relatively to the normal of the faces.

It is spherical to encode all the possible normal orientations smoothly.

So, if you render your material onto a sphere plus a plane that cuts the sphere at its middle, you can obtain the desired image texture.

enter image description here

To render a square texture, change the settings is the output properties:

enter image description here

The camera is placed on top, on the middle, and its focus length is adjusted so that the sphere fits the view:

enter image description here

I've placed all the shader nodes in a group.

For the sphere (the node group contains your shader settings):

enter image description here

In order to reuse it for the plane with a tangent input as we want the plane part to continue smoothly from the sphere at 90° angle:

enter image description here

Once all this is done, you can simply render F12 the image and save it.

To reuse it in Blender, you can setup a node tree as indicated here for instance.

You may also want to add it in your preferences to use it in viewport rendering:

enter image description here

Result:

enter image description here

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  • $\begingroup$ thank you for great answer $\endgroup$
    – Salman
    Commented Nov 23, 2020 at 0:47

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