Difference between revisions of "Anisotropic map"
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An anisotropic map is a texture that controls the shape of the specular highlights from real-time lights, often used for hair shading. Anisotropic highlights are characterized by long directional strokes, instead of the typical circular shape. | An anisotropic map is a texture that controls the shape of the specular highlights from real-time lights, often used for hair shading. Anisotropic highlights are characterized by long directional strokes, instead of the typical circular shape. | ||
− | The texture is very similar in concept to a [[Normal map|normal map]], except instead of controlling surface normals, it | + | The texture is usually called a [[Flow map]] which is very similar in concept to a [[Normal map|normal map]], except instead of controlling surface normals, it distorts the specular highlight in specific directions across the surface. |
== Anisotropic Tutorials == | == Anisotropic Tutorials == | ||
− | * [ | + | * [https://support.allegorithmic.com/documentation/display/SPDOC/Flow+map+painting Substance Painter: Flow map painting] |
* [http://polycount.com/discussion/77968 HAIR!?] thread on Polycount by [http://technicalartlead.blogspot.com/ Paul 'Prolow' Lohman] has some examples of an anisotropic hair shader in Maya. | * [http://polycount.com/discussion/77968 HAIR!?] thread on Polycount by [http://technicalartlead.blogspot.com/ Paul 'Prolow' Lohman] has some examples of an anisotropic hair shader in Maya. | ||
* [http://polycount.com/discussion/comment/1229069/#Comment_1229069 Making an anisotropic map for Marmoset Toolbag] post on the Polycount forum from the Lead Engineer at 8monkey Labs. | * [http://polycount.com/discussion/comment/1229069/#Comment_1229069 Making an anisotropic map for Marmoset Toolbag] post on the Polycount forum from the Lead Engineer at 8monkey Labs. | ||
* [http://polycount.com/discussion/comment/1229339/#Comment_1229339 Deriving an anisotropic map from vectors] post on the Polycount forum from a Character Artist at [[ArenaNet]]. | * [http://polycount.com/discussion/comment/1229339/#Comment_1229339 Deriving an anisotropic map from vectors] post on the Polycount forum from a Character Artist at [[ArenaNet]]. | ||
* [http://tech-artists.org/forum/showthread.php?t=429 Painting a "flow" normalmap?] thread on the Tech-Artists.Org forum. | * [http://tech-artists.org/forum/showthread.php?t=429 Painting a "flow" normalmap?] thread on the Tech-Artists.Org forum. | ||
− | + | * [[HairTechnique]] on the wiki. | |
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[[Category:TextureTypes]] [[Category:Specular map]] | [[Category:TextureTypes]] [[Category:Specular map]] |
Latest revision as of 06:56, 4 October 2017
An anisotropic map is a texture that controls the shape of the specular highlights from real-time lights, often used for hair shading. Anisotropic highlights are characterized by long directional strokes, instead of the typical circular shape.
The texture is usually called a Flow map which is very similar in concept to a normal map, except instead of controlling surface normals, it distorts the specular highlight in specific directions across the surface.
Anisotropic Tutorials
- Substance Painter: Flow map painting
- HAIR!? thread on Polycount by Paul 'Prolow' Lohman has some examples of an anisotropic hair shader in Maya.
- Making an anisotropic map for Marmoset Toolbag post on the Polycount forum from the Lead Engineer at 8monkey Labs.
- Deriving an anisotropic map from vectors post on the Polycount forum from a Character Artist at ArenaNet.
- Painting a "flow" normalmap? thread on the Tech-Artists.Org forum.
- HairTechnique on the wiki.