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  • Anisotropic UV Coords

    Hello,

    Would someone kindly explain how to use the "Anisotropic UV Coords" input.
    I was under the impression that you could control the direction of the "pole" of the anisotropic effect with UV coordinates.
    In the scene in the picture I tried to change the position of the "pole" to the top of the model by creating a cylindrical projection (I've tried many kinds of UV layouts).
    I plugged a 2D placement node into the "Anisotropic UV Coords" input, but I'm really clueless on how this is supposed to be set up.
    I've tried translating and rotating the UVs around in the UV editor, but nothing I'm doing UV-wise seems to have any effect whatsoever on the anisotropy.

    I know I can change the direction of the pole by rotating the vertices/polygons in component mode, but I was hoping to be able to control the pole with UVs to be able to deform the object and having the anisotropic effect following the deformation. Otherwise, if I bend the object the anisotropic effect just "swims" on the surface of the object.

    Thank you!

    Edit: Have I even understood the purpose of the "Anisotropic UV Coords" input correctly? Is it possible to do an anisotropic reflection setup that follows the deformation (i.e. bend, lattice etc) of an object?
    Last edited by Uniel; 26-10-2017, 03:30 AM.

  • #2
    You should plug the texture into the anisotropy rotation. See the example here:
    https://docs.chaosgroup.com/display/...ationParameter

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

    Comment


    • #3
      Originally posted by vlado View Post
      You should plug the texture into the anisotropy rotation. See the example here:
      https://docs.chaosgroup.com/display/...ationParameter

      Best regards,
      Vlado
      I know how to texture the rotation, but I want to control the axis around which the rotation occur. As a default this axis appears to be the local Z axis of the object, but this axis doesn't bent if I bend the object, therefore I thought I had to control the axis with UV's. Isn't this the case?
      Thank you.

      Comment


      • #4
        Originally posted by vlado View Post
        You should plug the texture into the anisotropy rotation. See the example here:
        https://docs.chaosgroup.com/display/...ationParameter

        Best regards,
        Vlado
        Ok, I'll try to explain again, with pictures. This is my results from texturing rotation as suggested.

        Picture 1:
        A cylinder without any texture assigned to anything. Anisotropy Rotation set to 0.25 to make the brushed look follow along the length of the cylinder.
        The ends of the cylinder face in the local Z axis direction of the cylinder, which seems to be the axis of the anisotropy that intersect the circular effect at the ends.

        Picture 2:
        The same as Picture 1, but bending the cylinder. Since the ends doesn't face in the Z direction anymore, the effect is gone at the ends. I.e. No circular effect anymore.
        The bend deformation ruined the effect.

        Picture 3:
        Trying to fix this by texturing the Anisotropy Rotation, as suggested, this cylinder's Anisotropy Rotation is now textured. The texture has circular gradients at the ends, as you can see in the UV editor, and the rest is textureed as 0.25% black, also visible in the UV editor.
        Since the ends already have existing circular effect from before texturing, the texture seems to intersect with this and makes it look wrong.

        Picure 4:
        Bending the cylinder moves the ends away from the Z-axis, which makes the texture work better (temporarily), as you can see.

        Picture 5:
        But bending further, part of the curved surface ends up in the Z-axis's direction, making the circular effect appear there.

        Texturing the rotation actually doesn't solve my problem, so my question remains. How do I set this up to allow for the object with the anistropic effect to be deformed?
        I thought this had to do with setting up UV's as some sort of clever, flexible guide for the anisotropy to follow, when the object is deformed.

        Thank you!

        Comment


        • #5
          Thanks for the detailed explanation, looking into it now.

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

          Comment


          • #6
            Thank you Vlado, I appreciate it!

            Comment


            • #7
              Originally posted by vlado View Post
              Thanks for the detailed explanation, looking into it now.

              Best regards,
              Vlado
              Hi,

              I have a same problem with the anisotropy uv coords. Any update?
              Thank you.

              Best Regards,
              SangHo Jung

              Comment


              • #8
                The fix is included in today's 3.60 stable nightlies.

                Comment

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