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harry_the_cat Talkative
Joined: 28 Sep 2005 Posts: 49

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Posted: Sat Jun 13, 2009 6:13 am GMT Post subject: anisotropic shader |
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I had hoped the 'brushed aluminium' shader would give me an anisotropic look, but although it mimics this - the highlight and colour look right - you don't get any anisotropic-ness. Can Mantra achieve this, I don't seem to be able to locate a ramp UV which maya uses to make this kind of shader.
Any suggestions?
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_________________ tea-time + rand(FF) = true |
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berija Lurker

Joined: 17 Jul 2007 Posts: 3

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Posted: Thu Jun 18, 2009 2:09 pm GMT Post subject: |
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I make anisotropic reflections using ashikhmin function in PBR. Sample vfl file can be found at odforce.net.
Hope it helps
R.
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moonlightkiss Houdini Adept

Joined: 25 Feb 2005 Posts: 155 Location: Santa Monica

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Posted: Thu Jun 18, 2009 5:21 pm GMT Post subject: |
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If you dive inside the shader, you will find a VOP network. You can create a ramp parameter and then link it to the S or T value.
_________________ "In the beginning the Universe was created. This has made a lot of people very angry and has been widely regarded as a bad move." - Douglas Adams |
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DaJuice Houdini Expert
Joined: 22 Jul 2002 Posts: 360 Location: Tucson, AZ

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Posted: Thu Jun 18, 2009 6:45 pm GMT Post subject: |
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I haven't tried using ramps like moonlightkiss suggested, but you can also get good-looking results if your UVs are laid out properly (with regards to the "grain" of the surface). If you render with PBR you get nice anisotropic reflections as well, rather than just highlights. :] This shader here is basically a Specular VOP set to anisotropic and using the UVs.
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