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.
<P>You can further control the look of the specular by increasing the number of subdivisions of the polygon object.



Steps

  1. Select the object.
  2. Press the Property button in the Selection panel.
  3. From the pop-up explorer, click the Polygon Mesh icon beneath the object's name; the Polygon Mesh property page opens.
  4. Select the Geometry tab.
  5. With a render region over the polygon object, edit the U and V Subdivisions until you achieve the look you want.
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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>

<EM><EM>Anisotropic shader property editor</EM></EM>

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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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