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?

You should plug the texture into the anisotropy rotation. See the example here:

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.

Thanks for the detailed explanation, looking into it now.

Best regards,
Vlado

Thank you Vlado, I appreciate it!

Hi,

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

Best Regards,
SangHo Jung

The fix is included in today’s 3.60 stable nightlies.