Hi all. Been ages since I've been back. Glad to see that 3.0 is here!
One question. It still appears that there is no support for anisotropy, and was wondering if Otoy is considering including this function or not, in the future?
Anisotropy
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Was just busy with this, what kind of anisotrophy are you looking for?
This is a simple bump with multiply tex and gradient
This is a simple bump with multiply tex and gradient
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Thanks for replying, whersmy.
That is a great map, by the way. But where would you plug it in Octane standalone?
That is a great map, by the way. But where would you plug it in Octane standalone?
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treddie wrote:Hi all. Been ages since I've been back. Glad to see that 3.0 is here!
One question. It still appears that there is no support for anisotropy, and was wondering if Otoy is considering including this function or not, in the future?
right now you have to create it yourself. not sure you you know how it is create but you make lots of parallel lines of micro bumps. think, grooves on a record. The map treddi gave you won't really do the job for anisotropy that reacts with the lighting correctly.
That is correct, there are several ways to simulate it, scene scale and UV`s are important
- Attachments
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- anisotropical.orbx
- (21.6 MiB) Downloaded 231 times
Octane 2022.1.1 nv535.98
x201t - gtx580 - egpu ec
Dell G5 - 16GB - dgpu GTX1060 - TB3 egpu @ 1060 / RTX 4090
Octane Render experiments - ♩ ♪ ♫ ♬
x201t - gtx580 - egpu ec
Dell G5 - 16GB - dgpu GTX1060 - TB3 egpu @ 1060 / RTX 4090
Octane Render experiments - ♩ ♪ ♫ ♬
I figured that was the case. I need a real anisotropy function, in that I have a bunch of lights on a glossy surface and that surface has to reflect the lights in only one direction so that they look like parallel streaks fading off after about 5 inches. If I kludge with an image, there would have to be a custom image for each view.
Win7 | Geforce TitanX w/ 12Gb | Geforce GTX-560 w/ 2Gb | 6-Core 3.5GHz | 32Gb | Cinema4D w RipTide Importer and OctaneExporter Plugs.
Try out the orbx and see if it solves what your problem is.
Is the anisotropy needed for a flat surface?
Is the anisotropy needed for a flat surface?
Octane 2022.1.1 nv535.98
x201t - gtx580 - egpu ec
Dell G5 - 16GB - dgpu GTX1060 - TB3 egpu @ 1060 / RTX 4090
Octane Render experiments - ♩ ♪ ♫ ♬
x201t - gtx580 - egpu ec
Dell G5 - 16GB - dgpu GTX1060 - TB3 egpu @ 1060 / RTX 4090
Octane Render experiments - ♩ ♪ ♫ ♬
Indeed, so you can copy and try out the material sample in your own project or see the breakdown of it. 

Octane 2022.1.1 nv535.98
x201t - gtx580 - egpu ec
Dell G5 - 16GB - dgpu GTX1060 - TB3 egpu @ 1060 / RTX 4090
Octane Render experiments - ♩ ♪ ♫ ♬
x201t - gtx580 - egpu ec
Dell G5 - 16GB - dgpu GTX1060 - TB3 egpu @ 1060 / RTX 4090
Octane Render experiments - ♩ ♪ ♫ ♬
But it is still an imported image kludge, if I'm following you. I think it will look "illustrated" or a bad texture, simply because it is not based on a physically accurate anisotropy. The only solution would seem to be to build a memory-hogging micro texture, bump or normal map. The anisotropy I need is not a radial texture but a linear one...all the reflections are parallel to each other.
Win7 | Geforce TitanX w/ 12Gb | Geforce GTX-560 w/ 2Gb | 6-Core 3.5GHz | 32Gb | Cinema4D w RipTide Importer and OctaneExporter Plugs.