Difference between revisions of "Anisotropic map"
From polycount
(little more info) |
EricChadwick (Talk | contribs) (removed old header, fixed categories) |
||
Line 1: | Line 1: | ||
− | + | 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 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. | ||
Line 12: | Line 11: | ||
---- | ---- | ||
− | + | [[Category:TextureTypes]] [[Category:Specular map]] |
Revision as of 17:32, 29 November 2014
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.