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Christopher James Huff wrote:
> Details? I've done it by using averaged textures (I think Ron
> Parker discovered this technique), with each texture identical
> except for the normal...and a slower, older method used a very
> finely scaled normal and high antialiasing.
I was modelling an animation of a record rotating, having created
a series of 15 or so concentric rings out of CSGed cylinders
raised slightly over another thin cylinder. Each ring was
separated by a distance equal to their width. The material was
a simple shiny/reflecty grey. As the 'record' rotated, I
observed the effect caused by the anisotropic reflective
property of brushed metal on, say, the face of a pocketwatch.
...if that isn't what anisotropic reflection is, then Caligari
is mis-labelling it in trueSpace :P
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