Radial anistropy??


#1

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.)


#2

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 :smiley:

anyone else can help?


#3

LOL :smiley:
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 :wink:

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…


#4

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


#5

well i’m glad that its not just me having problems! :slight_smile: 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:


#6

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.


#7

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.


#8

thanks for the plugin ideas JMarc!


#9

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. :wink:

.mm


#10

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

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


#12

Nice Tim!
What are your angles on the BRDF shader?


#13

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


#14

Thanks!


#15

Hi everyone,
I made this dish w/ C4D.
I just used an anistropic shader, projected with a cylindrical projection.
No UV cord. needed.


#16

dman, that looks nice!


#17

Very nice!

Anyone have any idea how to get this in MAX?


#18

anyone of you using max ? I have had a hard time infront of my pc the last days just trying and trying for about 10 hours a day. I still havent been able to make the brushed metal surfaces that you show off here. PLZ tell me how to do them ! I CANT SLEEP !!


#19

Good ol’ Neil Blevins has some ideas…
http://www.neilblevins.com/cg_education/aniso_ref/aniso_ref.htm


#20
  • IFW includes shaders to do a number of interesting specular effects in their SpecialFX group. See:

< http://www.shaders.org/ifw2_textures/surfaces.htm >

although I don’t think the visual info on the site does the shaders justice.

  • OGO Hikari also has some powerful specularity controls:

< http://www.asahi-net.or.jp/~pq1a-ogs/sss_e.html >

Though I’ve had some stability issues when using Hikari, it provides a pretty amazing amount of control over lighting effects.