I am wondering how an anisotropic value affects a glossiness value in a material. While in Vray at a glossiness of 1.0 an anisotropic value of any scale doesn't have an influence, in other renderers the glossiness changes so that the anisotropic value has an influence. I assume this is because anisotropy itself means that highlights are not high-gloss to be able to be squeezed in x or y. Does anybody have a clue how this can be calculated mathematically, to which amount anisotropy contributes to glossiness / reflective roughness?
Also, the anisotropic scale in Vray is linear, while in other packages it seems not to be. There, an anisotropic value of 0.1 is as high as a value of 0.5 in Vray.
Would be happy if anybody of Chaosgroup could give me a hint.
My goal is to code some scripts that achieve the same material setup in different render engines to improve our pipeline.
Thanks in advance
Robert
Also, the anisotropic scale in Vray is linear, while in other packages it seems not to be. There, an anisotropic value of 0.1 is as high as a value of 0.5 in Vray.
Would be happy if anybody of Chaosgroup could give me a hint.
My goal is to code some scripts that achieve the same material setup in different render engines to improve our pipeline.
Thanks in advance
Robert
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