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.
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.
Comment