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PostPosted: Thu Apr 27, 2006 4:05 pm 
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Joined: Fri Feb 18, 2005 11:49 pm
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Location: Czech Republic
How to controll anistropy???

What effect have angle. Can somebody show me an example of map??

Thx

Edit: I did not found further info in manual. Sorry, if I missed it...

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PostPosted: Thu Apr 27, 2006 4:46 pm 
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Good question... looks like the manual was getting little and late attention.
Creation date is from yesternight 23:28... and a lot of new features not
covered.

So, how does it work?

Kabe

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PostPosted: Thu Apr 27, 2006 7:31 pm 
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Help, A-teamers, help, pls... :oops:

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PostPosted: Thu Apr 27, 2006 7:35 pm 
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Hi spekoun,

Someone else will be able to answer this better than me, but for now try experimenting with a map like this:

Image

Cheers. :)

~JD

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PostPosted: Thu Apr 27, 2006 9:28 pm 
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interesting... I will give it a try... thx... :wink:

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PostPosted: Thu Apr 27, 2006 10:03 pm 

Joined: Sat Mar 12, 2005 12:12 pm
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Ahh JD, the new Zumtobel Staff logo, no?

Peder


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PostPosted: Thu Apr 27, 2006 11:47 pm 
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There are 2 basic parameters for controlling micro-surface anisotropy:

1) Anisotropy (0-100) = Strength (length/depth of grooves)

2) Angle (0-360) = Orientation

With setting strength>0, you start making micro grooves on the surface which causes bended reflections directionally at the given angle. You don't need to have roughness for having anisotropy but you should avoid high roughness values for experimenting anisotropy better. Mapped Anisotropy lets you make varying anisotropy strength along surface, while mapped Angle lets you define changing the rotation of grooves along it. Above, Jeremy provided an example of Angle Map which produces concentric grooves on planar surfaces.

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PostPosted: Wed Feb 21, 2007 1:33 am 
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Great explanation Tom !

There is one last question that needs to be answered for the record before this discussion feels a little more complete:

About the angle:
The angle is measured relative to whom ? (or what ?)

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PostPosted: Wed Feb 21, 2007 10:31 am 
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Location: plains of fucking gorgoroth !
0 deg = black
360 deg = white [or vice versa]

relative to uv-coordinate system

take a look at my cd_bottomside material on the .mxm board.

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PostPosted: Wed Feb 21, 2007 1:09 pm 

Joined: Thu Nov 17, 2005 5:53 pm
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Hello,
I think ,that is a "delicate" "thin" question. I don't understand how work anisotropic
:oops:
A little tutorials would be necessary
Rober


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PostPosted: Wed Feb 21, 2007 3:37 pm 
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Location: plains of fucking gorgoroth !
hi Rober ...

don't let hang Your head... :)

read again Tom's post ... it is very clear described ...

look here:

Image

Image

so.
«anisotropic» simulates just a surface as it were heavily brushed in a specified direction. the brushing grinds a small landscape into the material, along the brush's path.
this landscape is very strong oriented and thus reflects light very specially. if light comes along the brush stripes, nothing special happens, but if the light comes from the sides, the topology is very strongly underlined. (highlight to shadow)
the examples above have ONE direction of the brush. let's say «up».
now. the option called «anisotropy» defines the «amount of brush work», the depth of the streaks. going from 0 to 100. and it can be texture mapped: black:0 to white:1
the angle now defines the direction, also via texture map. we've seen that the above examples show just ONE direction, so there was just a simple, linear input in the angle, which means direction: black.
black means: brushing UP.
now.
if this is textured, absolute white and absolute black show UP, all the other colors define the directions going from 0 degrees to 360 degrees, logically going from UP to left to down to right, and back up.

the image shown by JDHill shows exactly a texture which makes a material which is brushed in a circle, right around the center of the texture/material.
by using the angle option, with just one color (color picker), You choose the uverall texture brush direction.

best is to go ahead and really try on Your own. it's so easy!

best use the gradient tools in photoshop, as also JDHill's image was made in one minute.

have fun !

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PostPosted: Thu Feb 22, 2007 4:54 pm 

Joined: Thu Nov 17, 2005 5:53 pm
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Location: Madrid-Spain
Thank you very much deadalvs, tom...
I wanted made my own tests but I need much more time
I have some tests very very good , mxm gallery is very istructive also.
In some case i have the problems thath you can see in the images but don't know why
rober


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PostPosted: Thu Feb 22, 2007 4:58 pm 

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PostPosted: Thu Feb 22, 2007 5:02 pm 

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PostPosted: Thu Feb 22, 2007 5:06 pm 

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