Anisotropic as in max

Hi,

In 3dsmax it’s possible to set the “uv vectors derivation” to “local axis” X,Y or Z… what is the equivalent in maya? Piping in a 2d placement node to the “anisotropy uv coords” just defines the explicit mapped channel I assume…

Tobbe

The equivalent in Maya is a 3d placement node.

Best regards,
Vlado

What should I connect with 3d placement node?
How can I select an axis?

You would need to connect place3dTexture.worldInverseMatrix to VRayMtl.anisotropyUVWGen. Then you can simply rotate the place3dTexture. 90 on X shifts to one side, add another 90 on Y and it will shift to the third plane.

Btw, as mentioned in other forum threads - the anisotropyUVWGen is broken in 3.6 (including 3.60.04), but it’s fixed in our internal builds. We’ve already ported the fix to the stable branch, which means that tomorrow’s stable nightly builds will have the fix. I’ll update all related forum threads once the builds are out tomorrow and I can confirm the fix is included.

Thank you for details.