Announcement

Collapse
No announcement yet.

Planar Anisotropy Issue

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • Planar Anisotropy Issue

    Hey everybody,

    I would like to talk about anisotropic reflections again, the planar ones. I made a setup with a circular plane, assigned a diffuse metal with Anisotropic reflections to it (VrayMtl, Spiral Gradient in the Aniso rotation and so on). The thing is it looks good in a still image but it behaves wrong when the object is animated.

    See the Video:

    https://drive.google.com/open?id=0B6...FZjd2s1Vm1hQXM

    When the object spins around it's local axis the reflection spins as well and this shouldn't be the case in my opinion. Is there anything i'm doing wrong here?

    Here is also the Max-File:
    Anisotropy_Issue.zip

  • #2
    If the surface of the cylinder is perfectly perpendicular to its local Z axis then this is normal. In that case either base the anisotropy on some mapping channel, or move slightly the center vertex in the local object Z direction.

    Best regards,
    Vlado
    I only act like I know everything, Rogers.

    Comment


    • #3
      Hi Vlado,

      thanks for the hint, but unfortunetelly this soltion will only work for the cylinder which is merely a test object. The final geometries the Shader is for are mainly CAD-Objects like the gear surrounding the cylinder in my sample szene. So, no mesh manipulation possible in this one.
      I also tried some facy stuff like rendering the normals of a cone from the top like this...

      Click image for larger version

Name:	anisotrpy_normal.jpg
Views:	1
Size:	216.3 KB
ID:	862268

      ... and using it in as normal map in the bump slot hoping it will give me a similar result like pushing the middle vertex, but the result wasn't that great either.

      Is there really now other way to direct the reflections from the center out with no particular angle?

      Otherwise I put it on the whish list

      Regards,
      Markus
      Last edited by möbius; 01-06-2016, 12:41 PM.

      Comment


      • #4
        Hm, it might be relatively easy to do... I have an idea, but I don't know if it will work for you. Are you willing to test a V-Ray build to see if it works better for your case?

        Best regards,
        Vlado
        I only act like I know everything, Rogers.

        Comment


        • #5
          Yes, Of Course!

          Comment


          • #6
            Originally posted by vlado View Post
            If the surface of the cylinder is perfectly perpendicular to its local Z axis then this is normal
            Can you elaborate on that? What does "normal" mean in that context? Expected behaviour? If so can you explain what physical background that would have? At the moment I can't imagine a way for that to be normal or realistic.
            Software:
            Windows 7 Ultimate x64 SP1
            3ds Max 2016 SP4
            V-Ray Adv 3.60.04


            Hardware:
            Intel Core i7-4930K @ 3.40 GHz
            NVIDIA GeForce GTX 780 (4096MB RAM)
            64GB RAM


            DxDiag

            Comment


            • #7
              Originally posted by vlado View Post
              Hm, it might be relatively easy to do... I have an idea, but I don't know if it will work for you. Are you willing to test a V-Ray build to see if it works better for your case?

              Best regards,
              Vlado
              Just out of curiosity, what is your idea or why are you not sure if it works in my case?

              Markus

              Comment


              • #8
                Any news here?

                Comment


                • #9
                  Also would still like to know the physical background
                  Software:
                  Windows 7 Ultimate x64 SP1
                  3ds Max 2016 SP4
                  V-Ray Adv 3.60.04


                  Hardware:
                  Intel Core i7-4930K @ 3.40 GHz
                  NVIDIA GeForce GTX 780 (4096MB RAM)
                  64GB RAM


                  DxDiag

                  Comment

                  Working...
                  X