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Reflection Anisotropy

Anisotropy
Anisotropy is -0.8Anisotropy is -0.4Anisotropy is 0.4
Anisotropy Direction
Direction is [0.5, 1, 0]Direction is [1, 1, 0]Direction is [1, 0.5, 0]

Each channel in the bitmap corresponds to a spatial dimension (X, Y and Z). These spatial dimensions are relative to a varying coordinate system based on the derivatives of position with respect to texture coordinates. Individual components for any direction should be in the range [–1, 1]. But to be encoded into an RGB texture with 8 bits per component, they are mapped into the range [0, 1]. So the XYZ (0, 0, –1) will be remapped to the RGB (0.5, 0.5, 0) values. It's also possible to use an angle texture to convert the direction to the a color.

Figure 1: The angle texture used for conversion the direction to the color conversion





Example Presets

Main metals are accessible through the Presets menu.

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