Forum: Poser - OFFICIAL


Subject: Anisotropic node

ice-boy opened this issue on Mar 14, 2009 · 121 posts


kobaltkween posted Tue, 10 April 2012 at 9:51 AM

Technically, water shouldn't have anisotropic highlights/reflections.  Anisotropic highlights come from fine grooves on a surface.  But it has a very cool effect on your sparkly water.  Which is to be expected - all your special effects are cool.

ice-boy- You're thinking about the problem and sort of missing a step.  The examples you're showing aren't useful maps for realistic anistotropic highlights, and are more like either a diffuse map with highlights and reflections burned in (first) or a bump map for scales (second).  The second doesn't even have a distribution around the center of the circles the way you seem to want.  Neither would be useful control maps for any kind of highlight.

Think about it like it's math.  U and V are just X and Y.  If you want a circle, you need the equation x ** 2 + y ** 2 = r ** 2.  That's a circle centered around 0, 0.  If you want that circle to shift from the center, then you need to add in the elements for setting the center.  IIRC , that's (x - x1) ** 2 + (y - y1)**2 = r ** 2, where the center is at x1, y1.  If you want the circles to repeat, then you need x1 and y1 to be a discrete (as in not continuous) function of x and y.  Something that will give you a series of numbers spaced apart by a function of r.  Sort of like a stair case function, where each step is r or r minus a bit high.

In general, if you want a map to control anisotropic highlights, or any other node for that matter, you have to consider what you're controlling.  Anisotropic has basically 3 parameters: intensity, U (x) scale, and V (y) scale (the other parameters don't seem to do anything).  So to control its distribution, you'd have to start mucking U and V scales.  Mind, those follow the UV map, not x and y in 3d space, so different mappings of the same mesh will have different effects.

A much simpler approach would be to stop thinking about how to mimic the effect of fine grooves and just make a map for fine grooves to add to your bump.  That said, it would probably be best to make one by hand, because maps like that metal one would just be totally off due to the burned in highlights and reflections.  Should be easy, though.  Just take random cloud in PS, use a radial blur filter on it, cut it into a circle, and then scale and duplicate it.