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Anisotropy – Determines the shape of the highlight. A value of 0.0 means isotropic highlights. Negative and positive values simulate "brushed" surfaces.   The accepted values are in the range from 0.999 to -0.999. For more information, see see The Anisotropy Parameter example below. 

Anisotropy Rotation – Determines the orientation of the anisotropic effect in a float value between 0.0 and 1.0 (where 0.0 is 0 degrees and 1.0 is 360 degrees). For more information, see The Anisotropy Rotation Parameter example below. 

UV Vectors Derivation  Specifies the method for deriving anisotropy axes:

Local object axis – Uses a local axis for the anisotropy effect. 
Specified UVW generator – Allows the user to assign a UVW Generator for the anisotropy effect.

Local Axis –  Specifies a local object axis for the anisotropy effect when UV Vectors Derivation is set to Local object axis.

Anisotropy UV Coords – Allows the user to assign a placement Texture node and change its UV coordinates to control the direction of stretching of the highlights.

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To adjust the orientation of the anisotropic highlight based on the object’s local X, Y or Z create a place3dTexture node. Connect place3dTexture.worldInverseMatrix to VRayMtl.anisotropyUVWGen. Then you can rotate the place3dTexture by 90 degrees on X, Y or Z.

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