And for my next problem...anisotropic reflections

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Update: Check post #3 for a clearer explanation of the problem.

Hi all,
I'm currently having some issues with getting decent looking anisotropic reflections. I'm looking at getting reflections like that on a vinyl record.
Currently, I'm using surface model to get anisotropic reflections, but the results just look a little off to me.
I'm wondering what others would do to get good, clean, anisotropic reflections?
Edited by - Nov. 22, 2013 09:51:26

Attachments:
houdini_go_totem.zip (2.0 MB)
ani.jpg (77.5 KB)

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Ok, I think I've solved part of this, but if my reasoning or workflow is wrong then someone please tell me
I'd used a facet SOP to merge points in my anisotropic disc geometry, which resulted in bendy normals. To correct this, I used a vertex SOP to promote the normals to vertices, then followed that with a fuse. The render seems to use the vertex normals, which is good (I was confused for a while because the scene view only displayed point normals, even though there weren't any really, as they'd been promoted to vertices).

I still can't get rid of the line artefact. And looking at my render now, I'm still not sure that the anisotropy is working

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gah.jpg (46.1 KB)

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Well, I think the anisotropic reflections are correct…so the last thing to sort out is the line artefact. I've attached images showing the UV map value, and the anisotropic reflection render that results when that UV value is used to drive the anisotropy.

I can't believe that Houdini cannot do this…but I'm stumped

Attachments:
ani_artefact.jpg (43.2 KB)
ani_uv_map.jpg (20.1 KB)

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