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tdmack
08-28-2003, 10:38 PM
I am having a problem with the anistropic shader. I have made a really nice ceramic material using it but it seems that the shader only works on nurbs surface and not polymesh. All i get is a completly white object. Why does it do this and is there a fix?

sean_G
08-29-2003, 04:23 PM
yup sorry to be the one to break it to you , but the anisotropic shader only works with NURBS objects because only NURBs objects have inherent UV co-ordinates, which are required to calculate the deformation of anisotropic specular.
theres not really a fix, but there is sort of a workaround. you can reduce youre specular to a infintessemly small number, like .001
or .01 , and blur it. though this often produce undesirable results. or negate the anisotrpic specular all together
and use another shader for specular and pump them both through a mix node.....

ArtImage
08-29-2003, 11:32 PM
tdmack,

I know you already received this answer (at XSI Base), but this is for anyone not visting XSI Base.

How to use the anistropic shader on polygon meshs:
http://www.xsibase.com/forum/index.php?board=12;action=display;threadid=4857;start=0#msg30920 (http://)


Plug a integer share node into the surfderiv_mode input of the anisotropic shader. A value of 3 provides nice results. Not entirely perfect compared to using the shader on nurbs but its works in most situtations.

ArtImage

sean_G
09-01-2003, 07:46 PM
thats a great fix.. i never saw that article in xsibase. thanks.

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