DreaminSoInsane
01-18-2012, 08:51 PM
Ive been hitting myself on the head about this for days... I know I had a similar thread before, I dont mean to clutter the board but this is a different problem.
Im trying to create a shader for an object not to far from the reference picture
http://www.designwonderland.net/blog/wp-content/uploads/2009/09/bh_metal-vases.jpg
getting the brushed grooves look is fine, slightly glossy mia_material with a bump map. Its the elongated reflections which is driving me up the wall!
Every brushed metal shader ive seen on the internet only really control the spec and not the actual reflections from say an IBL. Most of these methods involve faking it with radial ramps, so I have tried piping radial ramps into the reflection but that only creates vertical bands of reflections, but they're still stretched horizontally so it looks weird!
Ive tried a plain standard anisotropic, but that only gives you a very simple anisotropic spec. I feel like Ive tried every combination of numbers under the anisotropic section of the mia_material... the rotation value seems to again only affect the spec, not the reflections!!!
All my reflections only ever really elongate horizontally... if anyone has/can work out how to get vertical elongated reflections that follow the shape of the object I would be ETERNALLY grateful!! Ive read anisotropic depends heavily on nice UVs of which I have tried but still haven't been very successful. Ive had some small success when mapping it onto just plain spheres, but its totally different when you have any shapes slightly more complex.
Its frustrating because metals shouldnt be difficult, but getting really brushed metal reflections seem to be really hard... any help, small or big I will be so grateful for!
DreaminSoInsane
edit: here is another good example of the stretched reflections, looking at it they pinch at the top...
http://www.gardens2you.co.uk/957-2603-large/brushed-finish-stainless-steel-6cm-sphere-ornament.jpg
Im trying to create a shader for an object not to far from the reference picture
http://www.designwonderland.net/blog/wp-content/uploads/2009/09/bh_metal-vases.jpg
getting the brushed grooves look is fine, slightly glossy mia_material with a bump map. Its the elongated reflections which is driving me up the wall!
Every brushed metal shader ive seen on the internet only really control the spec and not the actual reflections from say an IBL. Most of these methods involve faking it with radial ramps, so I have tried piping radial ramps into the reflection but that only creates vertical bands of reflections, but they're still stretched horizontally so it looks weird!
Ive tried a plain standard anisotropic, but that only gives you a very simple anisotropic spec. I feel like Ive tried every combination of numbers under the anisotropic section of the mia_material... the rotation value seems to again only affect the spec, not the reflections!!!
All my reflections only ever really elongate horizontally... if anyone has/can work out how to get vertical elongated reflections that follow the shape of the object I would be ETERNALLY grateful!! Ive read anisotropic depends heavily on nice UVs of which I have tried but still haven't been very successful. Ive had some small success when mapping it onto just plain spheres, but its totally different when you have any shapes slightly more complex.
Its frustrating because metals shouldnt be difficult, but getting really brushed metal reflections seem to be really hard... any help, small or big I will be so grateful for!
DreaminSoInsane
edit: here is another good example of the stretched reflections, looking at it they pinch at the top...
http://www.gardens2you.co.uk/957-2603-large/brushed-finish-stainless-steel-6cm-sphere-ornament.jpg
