Been a while since I had to do in MR, but I seem to remember that the T2S
approach works with the mia_arch shader or Felix Geremus's mia_advanced
shader if you jump through a couple hoops of vector coordinate conversion.
Maybe -- get intersection point, convert from camera to world, then world
to o
you also have an example within the Arnold documentation ::
https://support.solidangle.com/display/AFMUG/Specular#Specular-Anisotropy
On Wed, Oct 15, 2014 at 4:19 PM, Jason S wrote:
> XSI passes are also very old but.. :)
>
> I think it's also RRay but see attachment.
>
>
> On 10/15/14 14:17,
XSI passes are also very old but.. :)
I think it's also RRay but see attachment.
On 10/15/14 14:17, Vladimir Jankijevic wrote:
oh my, that's old :) a lot of memories streaming in
:)
On Wed, Oct 15, 2014 at 2:03 PM, Rob
oh my, that's old :) a lot of memories streaming in :)
On Wed, Oct 15, 2014 at 2:03 PM, Rob Chapman wrote:
> mr Jankin to the rescue again..?
>
> http://xsi.jankin.com/anisotropic_patterns/
>
>
>
> On 15 October 2014 18:28, olivier jeannel wrote:
>
>> Hi guys,
>> Back in the days with a Tek2Sho
mr Jankin to the rescue again..?
http://xsi.jankin.com/anisotropic_patterns/
On 15 October 2014 18:28, olivier jeannel wrote:
> Hi guys,
> Back in the days with a Tek2Shoot shader it was possible to achieve a
> CD-like or brushed metal (with rounds) shader.
>
> How would I do that nowaday ?
>
Hi guys,
Back in the days with a Tek2Shoot shader it was possible to achieve a
CD-like or brushed metal (with rounds) shader.
How would I do that nowaday ?
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