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twinsnakes
04-08-2008, 12:16 PM
Hey, has anybody got this thing to work using the MR Architectural shader node?

I'm new to XSI/MR and could use some help in understanding this feature. The only thing I found on the web was using the T2S_Illumination shader.

I then read the MR docs, and they have an example in there that shows its possible to get a textured groove effect, but I havent been able too.

-TS-

JDex
04-08-2008, 02:32 PM
This should have all you'll need:

http://www.xsi-blog.com/archives/197

twinsnakes
04-08-2008, 03:06 PM
This should have all you'll need:

Yeah, like I said, I've seen the T2S_Illumination shader tutorial, and I've tried it and it works.

But there's some issues with performance in larger scenes, and I'd like to use the interpolation feature of MR with the architectural shader.

-TS-

JDex
04-08-2008, 03:16 PM
Sorry... never used that shader. Does it have an anistropic set of parameters built-in... if so it likely uses a similar means of deriving the patterns. You may also want to try Deriver (search for muh and deriver) which is what the t2s is based upon... you may be able to use it with the arch shader

Jesse
04-16-2008, 09:31 PM
The Architectural shader will totally do this without any problems and there a lot of optimization thingy's (technical term) built into it. too. I love this material :D

http://www.jesseirvin.com/anisotropytest.jpg

just turn the gloss down on your reflections (increase sampling for better quality reflection blurring) then increase the anisotropy value and watch the reflections stretch. adjust the rotation between a value of 0 (0 degree rotation) to 1 (360 degree rotation) to rotate the effect.

The PDF about the shader on the softimage wiki actually outlines this shader pretty well.

Jesse
04-17-2008, 06:44 PM
Thanks for that link JDex, It gave me a much better understanding of the anisotropy options in the architectural shader. I dug around to see if I could apply that technique into the Architectural shader and came up with this.
http://www.jesseirvin.com/anistropy2test.jpg
Excuse the water... I got bored.

the sphere and cylinder use the images on the linked blog in the rotation input in anisotropy, the channel is set to -4 to have it follow the image I plugged into the rotation (as found in this documentation http://www.mentalimages.com/2_1_8_documents/arch_and_design.pdf) and the anisotropy value itself is set to 0.1

The gloss is set to 0.3 in the reflection.

twinsnakes
04-21-2008, 09:51 AM
Very nice results Jesse. Can you share you scene please, or post shots of your shader tree?

Thanks.

Jesse
04-21-2008, 12:23 PM
http://www.jesseirvin.com/anisotropytest.rar

had to compress the project cus I used a few textures and I wanted it to all work.

Cheers

twinsnakes
04-21-2008, 12:25 PM
Thanks alot Jesse. I'll look at it when I get home. I wanted to look at how you did that water too. So, thanks alot for the scene.

-TS-

Jesse
04-21-2008, 01:21 PM
no problem. The water I think came off of a how-to on xsiblog but I can't find it now... most of the details on how to do it are in the pdf I think I already linked about the arc shader

twinsnakes
04-22-2008, 10:01 AM
Wow, I'm impressed. I didnt think it was possible w/the Arch. shader, I tried for weeks without success. And it turned out to be such a "super-simple" setup!

It would've been helpful if the doc's stated that MR uses the "north pole" method for the direction vector.

Using this setup you can make all kinds of anisotropy patterns right in MR.

-DjD-