Radial anistropy??

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  11 November 2002
Radial anistropy??

I have been trying to recreate this type of surfacing with no luck?? Does anyone have any advice on how to create this type of effect? (In lightwave if poss.)
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File Type: jpg radial_ref.jpg (21.3 KB, 3864 views)
 
  11 November 2002
oh man, you read my mind

we are doing a project like this right now and I thought it would be a cinch in LW.

I played around with the anistropy in the BRDF shader but couldn't get it looking like your pic.

I guess you could use an image map in the reflection or specular channel (?) but I would prefer to do it procedurally. problem is I cant seem to find a procedural that will do this type of radial thingy

you could always scan that pic higher res and post it for us so we can use it as a map

anyone else can help?
 
  11 November 2002
LOL
I was actually also making some steel yesterday, and was wondering about this exact same thing. I also use LW, and I can get the steel look absolutely perfect for normal surfaces, but radial ones I just haven't quite figured out yet.
Unfortunately there seems to be no easy way to create radial anisotropy. It really should be an option - either you set an angle, or you set it to radial. I'll suggest it to the Newtek guys

The only way I can think of to do it would be to use Anisotropic II in the BRDF shader, as that allows you to use UV co-ordinates to set the angle of anisotropy. It's just a matter of getting a good UV map to set that angle...
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  11 November 2002
Thisis one that's stumped me for nigh on 4 years now. . . let me know if anyone figures it out. . . the UV thing might work, but I don't exactly understand how it interacts with the UV map. . . .i.e. how would I map it to get it to look like that?

Thanks Liegh
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  11 November 2002
well i'm glad that its not just me having problems! if you take a look at the amex flexible commercial on www.digitaldomain.com it looks as though they have figured out how to do it grrrrr! - which package i don't know??:annoyed:
 
  11 November 2002
I played around quickly with the BRDF shader, and got this. It is obviously heading in the right direction, it just needs a lot of tweaking.



This is using Anisotropic II with just a cylindrical UV map on the Y-axis. You don't actually make an image map for it, you just use the map co-ordinates.

The anisotropy is set to 0 degrees and the direction is set to 180 degrees.
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  11 November 2002
Worley Labs' G2 plugin for LightWave can do this quite easily. So could Gaffer, their previous lighting shader. If you are unfamiliar with these products check out their website:

http://www.worley.com

Of course these don't come with LightWave out of the box but G2 is pretty amazing and well worth the purchase for those of you that enjoy tweaking surfaces!

DStorm has a plugin called FX Tuya that is part of their Second FX package I think. FX Tuya does specular effects like you require too but again it is not free. Check it out on this page:

http://www.dstorm.co.jp/Secondfx/FX3/INDEX.HTM

I seem to remember there being a few more plugins that can achieve cylidrically anisotropic specular highlights but I can't think of them right now.

If you can figure it out without any 3rd party plugins then more power to ya! Good luck.
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Jean Marc Rodrigue
 
  11 November 2002
thanks for the plugin ideas JMarc!
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  11 November 2002
I'm not sure how LW's anisotropic shader works, but most of these use derivatives of the surface point being shaded to pertub the normal. Usually, the direction used is either u or v for the 2d case.
So if your geometry has u & v coordinates that run around and perpendicular to the disk's center, this may do.

At least the basic anisotropic RenderMan shader available for several years now works this way, so maybe you suceed assuming the same in LW?

Or, get LightMan and a free RMan renderer (e.g. 3Delight) and never worry about shading-related shorcomings of LW ever again in your life.

.mm
 
  11 November 2002
I forgot -- if you want to get interesting reflections w/o using dozens of lights, you need to have your anisotropic shader use the pertubed surface normal to calculate any reflections or do environment-map lookups.

.mm
 
  11 November 2002
Hi,

I also did some metal tests in LW in the last time. As you can see in the image I got some strange problems with the BRDF Shader. I don't know where they come from. The model seems to be ok.


Excuse my english.

Regards

Tim
 
  11 November 2002
Nice Tim!
What are your angles on the BRDF shader?
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A.K.A. Tumerboy
A.K.A. The Dirt-Meister
http://www.tumerboy.com
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  11 November 2002
Hi,
the image was rendered with the following BRDF settings:

Anisotropic II
Layer1
Specular 71%
Glossiness 5%
Anisotropy 30°
Direction 90°
Mapping cylindrical
Axis Y

Layer1
Specular 74%
Glossiness 8,5%
Anisotropy 15°
Direction 0°
Mapping cylindrical
Axis Y
 
  11 November 2002
anistropic

Hi everyone,
I made this dish w/ C4D.
I just used an anistropic shader, projected with a cylindrical projection.
No UV cord. needed.
Attached Images
File Type: jpg dish.jpg (10.6 KB, 1430 views)
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