Author Topic: Radial anisotropy, weird result.  (Read 11840 times)

2014-05-28, 21:53:25

petoboso

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Hi, im trying create radial anisotropy like i usualy do http://i.imgur.com/man06.jpg
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

2014-05-28, 22:07:56
Reply #1

Ludvik Koutny

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AFAIK Corona does anisotropy only in world space. Not UV space. I think i mentioned to Keymaster that UV based anisotropy will be needed as well, but i guess it got forgotten.

Best way to achieve UV based anisotropy at the moment would be using actual bump map :)

2014-05-28, 22:27:17
Reply #2

petoboso

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

2015-03-18, 03:30:51
Reply #3

oncire

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

2015-03-18, 09:36:42
Reply #4

maru

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I think this is still valid:
AFAIK Corona does anisotropy only in world space. Not UV space. I think i mentioned to Keymaster that UV based anisotropy will be needed as well, but i guess it got forgotten.

Best way to achieve UV based anisotropy at the moment would be using actual bump map :)

2015-03-18, 18:00:47
Reply #5

oncire

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i see... so its not yet fully implemented

2015-03-19, 11:02:48
Reply #6

adamaf

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

2015-03-19, 11:12:48
Reply #7

oncire

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

nice image... any tips on how you did it?

2015-03-19, 11:40:24
Reply #8

adamaf

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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.

2015-03-19, 14:17:47
Reply #9

adamaf

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Here's the model if it's useful to anyone.

2015-03-19, 15:53:35
Reply #10

agentdark45

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

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

2015-03-19, 16:12:49
Reply #11

adamaf

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I don't see why not. Give it a try!

2015-03-19, 18:34:45
Reply #12

Juraj Talcik

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

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

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.
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2015-10-03, 15:31:59
Reply #13

PVDHP

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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?

2015-10-05, 12:44:08
Reply #14

maru

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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: