ice-boy opened this issue on Mar 14, 2009 · 121 posts
RobynsVeil posted Tue, 21 April 2009 at 4:52 PM
Right.
Trying to sort out what the different nodes are doing. Anisotropic I think I've kinda been playing enough with to know at least how Specular_Value and u and v highlight interact. Which is so cool... done some interesting things with shiny clothing using that and Edge_Blend.
And u_texture_coordinate is just a directional thing. Plugging it into the xScale is a bit weird to me, because the x-axis says side-to-side, not vertical. In the colourMap, the hair strands run vertically. Even the preview image is vertical. But hey, the stripes u_texture_coordinate creates don't do anything appropriate in the y scale or z scale channels - I tried - so x scale it is. I guess we must be talking about:
**Generally on any figure or prop, the U coordinate is chosen to go horizontally around the geometry and the V node goes vertically on the geometry.
**Meaning, the vertical lines are arranged horizontally across the geometry?
Think of it as latitude and longitude, like on a map. The value usually goes from 0 to 1 in both dimensions, but that is not an intrinsic limitation.
The same rules apply as to how to control the characteristics of the stripe. Play with this one for a while. Also try using the V node instead of the U node.
So I did.
Started to run into trouble. It was time to put up a test square, group and assign a material to the group, and try the texture against the group:
s = Surface()
s.Alternate_Diffuse = Blender(
Spots(WHITE, IColor(0,8,190),.9,0, .25) * IColor(78,78,78),
IColor(214,0,61),
.8)
s.Alternate_Specular = Anisotropic(
Specular_Colour = Fractal_Sum(.000004 * u_texture_coordinate(), 4, 4, 8, .3, .5 .5)
Specular_Value = 4,
u_Highlight_Size = .2,
v_Highlight_Size = .6,
x-dir_x = 0,
x-dir_y = 0,
x-dir_z = 0)
Gets me this:
No idea what is causing that disruption in the texture 3/4 of the way down. Any ideas?
Monterey/Mint21.x/Win10 - Blender3.x - PP11.3(cm) - Musescore3.6.2
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