Pretty cool!
anisotropic metal UV problem
Forum rules
Please upload a testscene that allows developers to reproduce the problem, and attach some images.
Please upload a testscene that allows developers to reproduce the problem, and attach some images.
Re: anisotropic metal UV problem
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- Posts: 234
- Joined: Thu Jan 18, 2018 6:02 pm
Re: anisotropic metal UV problem
Hi,
Thanks for helping me. I've additionally added a normal texture to emphasis the polishing direction.
BR
stupid me, it was really simply the position of the lightsource and the orientation of the disc.It's might be light falling at different angle.
Moved lamp a bit to the right:
Thanks for helping me. I've additionally added a normal texture to emphasis the polishing direction.
BR
OS - Windows 7 X64
CPU - Intel CORE i7
GPU1 - Variants of notebook card from nVidia
GPU2 - Variants of notebook onboard card from Intel
Lux - Latest possible relaease
CPU - Intel CORE i7
GPU1 - Variants of notebook card from nVidia
GPU2 - Variants of notebook onboard card from Intel
Lux - Latest possible relaease
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- Posts: 11
- Joined: Sat Apr 04, 2020 5:21 pm
Re: anisotropic metal UV problem
Hey, so I'm having the same issue on an only slightly-modified default cylinder (with the strange face artifacting happening). I see you 'fixed the mesh', but my mesh doesn't have anything to fix, really, so could you please go into a bit more detail on how you got rid of that?
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- Posts: 11
- Joined: Sat Apr 04, 2020 5:21 pm
Re: anisotropic metal UV problem
Okay, well for anyone having issues in the future, it turns out you need lots of geo to avoid the faceted look, and to solve the inevitable pinching effect you're going to get with subsurf, make a containment loop around the center loop, then shrink them both waaaay down so the pinching isn't as visible. That should get you there.