Radial anisotropy, weird result.

Hi, im trying create radial anisotropy like i usualy do Imgur: The magic of the Internet
but corona give me weird results.
First render is only with bump texture without anisotropy (like in reality, and what i need achieve)
second is anisotropy with rotation texture. i was trying many combination of values.

material setup:

Is it bug or i am doing something wrong?
Thanks

thanks for reaction, yes it will be needed, mention to him again :smiley:

just want to up this thread… is there a proper workflow for creating anisotrophic reflections in corona?

I think this is still valid:

i see… so its not yet fully implemented

I made this fairly easily with geometry. Just a slightly rough metal material.

nice image… any tips on how you did it?

I modelled the grooves.

I know not the ideal solution to all objects that need anistropic reflection, but this was going to be viewed quite closely and it didn’t actually take much effort.

I’ll try and find the model and post it when I get home later.

Here’s the model if it’s useful to anyone.
knob.zip (818 KB)

That’s pretty cool man, could the same effect be achieved with a high res normal map?

I don’t see why not. Give it a try!

I use this one (attachment) and…honestly, it samples badly. From distance looks like some noisy mess…samples forever esp. in interiors, and from close-up…I guess ok but it’s hardly perfect.
This is the one thing where adaptivity would help greatest, but also some improvement for micro detail bump maps sampling like that recent research paper that was posted here.

It just doesn’t work even with model adamaf gave us? I wasn’t able to do a good anisotropy with mental ray, and corona, but it was very easy to do with vray. What I’m doing wrong?

In the newest daily builds anisotropy is handled a bit different and it has two modes - local and uvw. You can check it out. Here is a comparison:



Good news, it is very necessary. Аnisotropy can not be used properly without local space mode. This is especially important for the animation.