Hi,
I recently "discovered" working with a little anisotropy and rotation for effects like finger smudges and their visibility. It works awesome, way better than using glossiness.
Now what I noticed is the kind of mathematical logical way of describing the rotation in 0-1 space but from a usability point of view I would much prefer to have an "offset" mode for this anisotropic rotation map slot.
See I make a material, like a brushed metal, which has an anisotropy of 0.8 and a rotation of 90. What would be the absolute easiest from a usability point of view is just plugging in a texture into the anisotropic rotation slot and make it behave more like an offset value. Say value 0.5 means no offset, 0 means 180 left, 1 means 180 right. Now I could just plug a map with 0.5 as base in there and via contrast I control the offset amount in degrees, but I STILL keep the "90" Base-Rotation intact which I used first to determine the general rotation.
I hope that makes sense. Just a "Use as offset" checkbox would be cool with me. Using it the way it currently is I first have to calculate the floating value of the degree value I put in the rotation then color map the texture accordingly to not completely destroy the 90 setting I put in.
cheers
PS: The degrees symbol doesn't work on the forums, gets converted to a question mark: ?
I recently "discovered" working with a little anisotropy and rotation for effects like finger smudges and their visibility. It works awesome, way better than using glossiness.
Now what I noticed is the kind of mathematical logical way of describing the rotation in 0-1 space but from a usability point of view I would much prefer to have an "offset" mode for this anisotropic rotation map slot.
See I make a material, like a brushed metal, which has an anisotropy of 0.8 and a rotation of 90. What would be the absolute easiest from a usability point of view is just plugging in a texture into the anisotropic rotation slot and make it behave more like an offset value. Say value 0.5 means no offset, 0 means 180 left, 1 means 180 right. Now I could just plug a map with 0.5 as base in there and via contrast I control the offset amount in degrees, but I STILL keep the "90" Base-Rotation intact which I used first to determine the general rotation.
I hope that makes sense. Just a "Use as offset" checkbox would be cool with me. Using it the way it currently is I first have to calculate the floating value of the degree value I put in the rotation then color map the texture accordingly to not completely destroy the 90 setting I put in.
cheers
PS: The degrees symbol doesn't work on the forums, gets converted to a question mark: ?