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  • Anisotropic reflections

    HI all

    Im having trouble getting the Anisotropic UV cords to be read by the material.

    I am setting up your typical brake disc shader and have done this many times with scanline and mental ray. However I cannot get the material to use to UV cords texture to produce the round reflections. I have taken a few tests renders to show what is happening.

    Basically I have basic Vray shader, I have the UV Anisotropic UV texture in the defuse as well just to show what I am using for that ( black and white gradient) and one render shows Anisotropy set to 0 ( white circular highlight) and one with is set to 0.7. You can see the highlight being stretched but it is not curving around the gradient as expected.

    Any help much appreciated

    Thanks

    Will.
    Attached Files

  • #2
    You can do this in either of two ways: either specify a UV placement plugin which has UV mapping that curves in the required way, or plug the gradient into the anisotropy rotation slot of the material.

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

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    • #3
      Thanks Vlado, I was putting the map in the UV placement and not the direction.

      Cheers

      Will.

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