Anisotropy

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itsallgoode9
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creating the actual texture with bump or normal shouldn't be a memory problem? I've done that plenty before. As an aside, i've gotten better results using the specular channel to create the anisotopic look than trying to do it in bump or normal. the grooves are just entirely too tiny to get good results with bump/normal.
gristle
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I've never tried using the spec channel. Did you take the same approach, big map with concentric circles, etc?
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itsallgoode9
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gristle wrote:I've never tried using the spec channel. Did you take the same approach, big map with concentric circles, etc?
yep. i mean, for 99% of the cases it's using straight lines instead of circles. But yes, that's the technique. I'll put a very very slight bump in there but overall I let the spec channel take care of creating the anisotropy. The approach somewhat depends on the scale of your your render
gristle
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Cool, good to know!
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whersmy
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Here I created a linear micro texture that you can scale depending on the object
This one on the bump channel
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anisotropicallinear.orbx
(21.61 MiB) Downloaded 271 times
ss.png
linear.png
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itsallgoode9
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whersmy wrote:Here I created a linear micro texture that you can scale depending on the object
This one on the bump channel
You have to keep in mind that in in a cases where anistotropy is mainly used (metal objects) you aren't getting just perfectlystraight long paralell lines of equal depth, like you created. It's a bunch of short parallel-ish lines that create the effect. Below is a closeup of brushed metal, which i'd say is the most common case usage for anisotropy. you can see that all the lines are varying in length, witdh and depth. The "go-to" method (although not most realistic method) for creating this in cg is creating a large noise texture in photoshop then doing a medium length direction blur. This gives you lines of varying values to create the effect. This isn't the most realistic way to create brushed metal but it's a pretty common method and can be passable in a render.

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whersmy
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Thanks for the details!
With some stacking of noise nodes and a map on the amount its approachable
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Anisotrophy_v3.png
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itsallgoode9
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whersmy wrote:Thanks for the details!
With some stacking of noise nodes and a map on the amount its approachable
looking really nice. is that all procedural or is it using textures? also, how's it work when done to scale on an object? You have to repeat these micro textures at such a high rate to get the effect that i've always run into issues of getting rid of repeating. Procedural would be awesome.
gristle
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I've run into repeat issues even with a procedural. Well, it looks like repeat. Kind of like tool chatter, if that makes sense?
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whersmy
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itsallgoode9 wrote:
whersmy wrote:Thanks for the details!
With some stacking of noise nodes and a map on the amount its approachable
looking really nice. is that all procedural or is it using textures? also, how's it work when done to scale on an object? You have to repeat these micro textures at such a high rate to get the effect that i've always run into issues of getting rid of repeating. Procedural would be awesome.
The most important details are procedural, rest are texures
Havent really run into repeating issues yet, but im sure at some point you run into scaling limitations with pb noise textures.
What i found working sometimes is when using a random noise texture to combine two materials you can get some decent result pretty quick and avoid tool chatter like artefacts. Cant wait to see displacement suited for this!
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