Using about the same material showed in that tread (with or without a map for anisotropy), I still have bad results.
In the captured video image, you can see a quick set with some primitive and a modeled sink.
In the primitive geometry, you can see a problem on the top of the chamfered box. Just on the top and bottom faces. If I remove any smooth group from top faces (the box is divided 3x3x3) the problem disappears.
The material seems to work ok on the other primitive.
Same story in the sink, all around the borders it create a “false edge”. I’ve tried to change the geometry, to simplify or to increase subdivision, to change smoothing group, to add a a smooth modifier, to remove all smoothing group, but none has changed. I mean, the problem still remains.
I attach also the sink without anisotropy, the geometry works fine. And the box with top faces removed from smooth group.
Is it me? Any suggest?
Thx.
Romullus, as you can check in the scene, no maps and no anisotropy rotation.
Maru, as you’ve seen, is a new created very simple scene. There’s actually something wrong in anisotropy shader.
this is a defect of the ‘Local Axis’ anisotropy orientation. On the top of the cube local Z axis gets aligned with the normal direction closer you get to the center which causes abrupt anistropy axis change. When you ‘disable smoothing groups’ there is no normal interpolation close to the edges and neither the abrupt aniso axis change.
Have you tried ‘UVW’ anisotropy orientation mode in your material?
Hi Robin, sorry for the late, I’ve got a little car crash (…) and I read your message just now.
Yes, with UVW orientation it work correctly, on uvw maps direction.
Thanks.