Anisotropic UV derivation map

Hello Vlado,

Is it possible to add a map slot into UV derivation to get this result :

http://www.xsi-blog.com/archives/197

Here is the topic that I first post into V-Ray::General

http://www.chaosgroup.com/forum/phpBB2/viewtopic.php?t=18825

Here another topic about this subject :

http://www.chaosgroup.com/forum/phpBB2/viewtopic.php?t=18155&highlight=anisotropic

Best regards…

Anyone cares about my request ?

:cry:

you need a response to feel your suggestion has merit or something? Its kinda been discussed in the thread you already mentioned. Would be nice to have.

No. I just want to ear Vlado’s opinion about that…

best regards

This can be done in principle and it is probably not too hard, but we’ll see if there is time for it.

Best regards,
Vlado

I’ll wrote a letter for christmas :

Dear Christmas Father,

For Christmas I wish an Anisotropic UV derivation map into VRAY material…
Please give some time to Vlado…

Best regards Christmas Father…

Just want to bump this thread…
Have you found any time yet vlado?

-Tom

An anisotropy rotation texture map will be added for the 1.5 service pack in October.

Best regards,
Vlado

wow…

Super great news !!!
Vlado you’re the best…

Now all I need is Vray 1.5 :smile: and a dongle … lol !!!

Best regards

Here is a material with mapped anisotropy rotation:

Best regards,
Vlado

Great!

That will be very useful!

Dieter

i could use this. looking forward to it… :slight_smile:

Please Vlado… Post an animation !!!

Best regards…

Hi,

I was at one of the Shrek3 talks at Siggraph. They developed a nice anisotropic shader for their cloth. The shading guy said that they ended up using it on almost all materials. Especially finished wood looked amazing with different anisotropic directions.
Look here :

Cloth and brushed metal are other candidates .

Dieter

I would absolutely LOVE for brushed metal to be the next candidate.

So with what they did there do they need a different BDRF for every piece of wood they are making? I’m not sure how that works, or are they just using one shader with it getting the information from a custom map?

I wonder how this could be used in Max also. I’ve seen some pretty impressive bdrf shaders, but wouldn’t have a clue if I could get them to work in max or how to go about that. I’d love to learn more about that.

vlado…

is the service pack with this functionality out yet? :smile:

We are doing the finishing touches on it…

Best regards,
Vlado

:smile:

nice. I can’t wait.
almost every product I have to render has one color scheme with stainless. Hopefully we can make an improved stainless shader.

ya, stainless is a pain in the a%& to get right…