Difference between revisions of "Anisotropic map"
From polycount
m (Fixed links) |
EricChadwick (Talk | contribs) (HairTechnique) |
||
Line 9: | Line 9: | ||
* [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. | |
---- | ---- | ||
[[Category:TextureTypes]] [[Category:Specular map]] | [[Category:TextureTypes]] [[Category:Specular map]] |
Revision as of 20:32, 27 February 2016
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, except instead of controlling surface normals, it stretches the specular highlight in specific directions across the surface.
Anisotropic Tutorials
- Anisotropic Shader For Hair by Stephen Jameson provides a breakdown of a shader setup in the Unreal Development Kit (UDK).
- 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.