Difference between revisions of "Anisotropic map"
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− | A texture that controls the shape of the specular highlights from real-time lights, often used for hair shading. | + | 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 stretches the specular highlight in specific directions across the surface. | The texture is very similar in concept to a [[Normal map|normal map]], except instead of controlling surface normals, it stretches the specular highlight in specific directions across the surface. |
Revision as of 13:41, 23 August 2014
Anisotropic Map
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.