[Radiance-general] Anisotropic Roughness Vector Alignment
Gregory J. Ward
gregoryjward at gmail.com
Sat Nov 4 02:41:06 CET 2006
Hi Marcus,
A radial anisotropy is one of the easiest types to generate. The
values for the vector [ux uy uz] are variables for a reason. These
can be set to [(Px-xcent) (Py-ycent) 0] for a clock face in the x-y
plane, which may be rotated and moved wherever you like afterwards.
To make things even simpler, we can assume [xcent ycent] == [0 0] and
use:
void metal2 brushed_around
4 Px Py 0 .
0
6 .5 .5 .5 .9 .03 .12
brushed_around ring shiny_face
0
0
8
0 0 0
0 0 1
0 2
Using xform, you can then move the surface into position.
-Greg
> From: "Marcus Jacobs" <marcdevon at hotmail.com>
> Date: November 3, 2006 4:47:19 PM PST
>
> Dear Group,
>
> I have a question concerning anisotropic roughness vector
> alignment. Specifically I would like to know is there anyway to
> correlate the u and v mapping values to a desired roughness vector.
> Here is an example what I am attempting to simulate (see photo below)
>
> http://i35.photobucket.com/albums/d178/marcdevon/100_0050.jpg
>
> You can see how the brush strokes follow the base of the clock
> circumferentially. Ideally, if one were to model the same object,
> one roughness vector value would align itself around the clock
> base. The other value would be in the radial direction. For an
> object such as this, I can model the object such that the image map
> will align around itself in a similar manner (see image below):
>
> http://i35.photobucket.com/albums/d178/marcdevon/ring01_render.jpg
>
> Since I can align a texture in the direction that I want, I was
> wondering if there is I can translate the uv coordinates in a
> manner that could be used for specifying the anisotropic roughness
> values.
>
> Please let me know if I do not make sense. Sometimes I have been
> known to confuse myself :>)
>
> Thanks,
>
> Marcus
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