Using the anisotropic material shader with polygonal objects
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Summary
The anisotropic shader's Specular parameters are defined according to the objects U and V coordinates, thus the effect will behave as expected when applied to surfaces with U/V subdivisions. However, a polygonal object does not have the UV coordinates required to calculate Specular parameters of the shader.
- For polygonal objects, changing the U or V Orientation parameter will not affect the Specular component.
- The only way to set the Anisotropic Specular's Shiny (i.e. Specular Decay) component on a polygonal object is to always give the U and V Shiny parameters identical values.
Steps
- Select the object.
- Press the Property button in the Selection panel.
- From the pop-up explorer, click the Polygon Mesh icon beneath the object's name; the Polygon Mesh property page opens.
- Select the Geometry tab.
- With a render region over the polygon object, edit the U and V Subdivisions until you achieve the look you want.
More Information
References
Shaders, Lights & Cameras </EM>guide<EM>:</EM>
<EM>Material and Texture Basics </EM>chapter<EM>: Applying and Editing a Surface Shader</EM>
<EM>Online Help: </EM>
</BLOCKQUOTE><EM><EM>Anisotropic shader property editor</EM></EM>
Applies To: XSI 1.0 on NT,Win2K,Irix
Posted: 11/22/2000
This page was last modified 09:56, 22 Nov 2005.
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