I don’t understand how the anisotropy can be controlled.
why when I try it on a flat surface made for istance by an extrusion and I map it with spherical mapping I don’t get the effect as when I model the same flat surface by the revolving of a curve?
is there any tutorial on that ?
also how is it possible to simulate a brushed alluminum? adding a texture of the brush effect in the diffuse slot? or using the anisotropy value and the filter map of the reflection?
yes.. the mapping channel used is number 1, spherical on a default cylinder.
where I get the visible anisotropic result instead, there is no mapping and the cylinder is made by a revolve.
..and I don’t understand why now rerendering the same scene the default cylinder mapped with spherical mapping gets this bad result.
it seems something related to the mesh I use, but the values are preatty high! (angle 2 ; ratio 2)