Attenuation color:
- attenuates (shifts decaying)
original highlight color towards adjusted color!
Glossiness:
- traditional highlight glossiness,
controlling highlight spread
Stretch:
- defines amount of spread along
anisotropic distortion. In reality that would by an equivalent to
the height of the micro bumps.
Blend to Normal:
Allows blending between
anisotropic highlight back to normal highlights. The full name for
this feature should actually be "Blend to Original Normal",
referring to the surface normal that is used to compute the
highlight reflection. The anisotropic highlights are created by
altering the original surface normals.
Axis:
- to define a "brushing" direction
for the micro bumps an axis is chosen along which the stripes
go.
Method:
Reference Object:
- chose reference object! '(none)'=
object that the surface belongs to
- The reference object, once chosen,
modifies the direction of the Axis for all Methods. Only Methods B
and D will also take in account the origin/center of the reference
object.
Texture
Stretch:
You can make use of any type of
procedural or even image based texture. In order to support the
illusion of fine stripes procedurals mostly need to get pinched,
but you will not need to do this in the texture node itself.
Instead use this stretch factor to modify the pinching. It is best
to do it here, because the brushstrokes can be tilted by yet
another texture and therefore the stretching is not just along one
direction!
Texture Intensity:
You can output the modified
texture through the anisotropic shader. The intensity supports
a dimming of the texture values, which supports a better control
without having to add additional nodes to the chain.
Texture Bump:
Internal bump mapping that uses
the stretched texture and receives it's values independently of the
Texture Intensity. Keeping the Bump values very low is
advisable!
Inputs:
Opacity - opacity input
Color -
attenuation color input
Gloss -
glossiness input
Stretch -
stretch input
Blend - blend
input
Reflection -
damnit, why's that still there...ah crap
Tilt - tilt
input, tilts the striping direction (banking) based on grayscale
values translated into degrees. black = 0,
white = 360
THRU_color - color texture that
can be stretched
THRU_value - value texture that
can be stretched
THRU_stretch - texture for
controlling stretch factor
THRU_intensity - ...controlling
intensity (for output)
THRU_bump - ...controlling bump
strength
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