All posts relating to Maxwell Render 1.x
User avatar
By deadalvs
#211444
try setting anisotropy to 99%, not 100%...

this helped me once...
User avatar
By Burnum
#281140
been a wile since anyone posted here.
I'm new with Maxwell and this post was helpful! I'm trying to build a texture of an Aluminum Spun metal base cover that has a satin clear coat finish.

One thing I ended up doing is to get the radial gradient map and set up a UV set from the top of the base just for it, that projects it down over the spun part. Thus giving the circular effect. Not sure it's the perfect solution but I'm just getting started.

Now I just need to figure out how to get a good UV map to let me apply some visible brush marks and such around the sides and up around and onto the top.

Here is an example of the cylindrical UV map I have for the brush mars, it looks ok till you get to the top edge where it splashes over onto the flat part... I'm currently using SketchUp, but i'm looking for a better modeler with great UV mapping. Maybe bonzai3d will be good?
:)

Image

Any tips would be great! :) I've looked at several brushed metal textures I downloaded, and those have stretched lines horizontally, and that still doesn't click as far as Anisotropy angle...


(BTW, I suspect you cold get that little edge as you go from the black to white, if your texture has any blur on it, because then rather than going from 0 black to 360 white you end uo with a tad pit of gradient between them)
User avatar
By tom
#281150
You may encounter circular reflections on these kind of surfaces because the angle parameter is view dependant. When this parameter is not mapped, it evaluates the rotation of the groves on the surface without taking care of its UV but viewing angle and surface normal. In order to lock these groves in a certain direction, You should set UVs like you'd cover it with a texture and then apply a solid grey color map into angle slot where this grey is the angle of rotation (eg.90) from the ground plane. For 90 degree rotation, the grey would be 255*90/360=64.
User avatar
By Burnum
#281193
I used a angle gradient on a planer UV set from the top to apply the Anisotropic angle.

The image is like this one, only without the grey blurred part between the black and white.
Image

Now if I could just figure out what tools are around that would help me get a better UV set for the texture I want to wrap around the shape its self... (currently it's only a Cylinder UV from Studio)

So you are saying a grey map wrapped around the sides would do the same thing?
User avatar
By tom
#281218
For concentric circles at the top, the above map is correct. If you also need a typical brushed look on the side, you should use a solid color map (0 or 90 degree depending on object orientation). Therefore you need to set 2 different materials for the top and side.
By ishook
#281366
I think you just need a higher-res map. Thats why you're getting that weird line. Your map is 'blurry' and the part where it blurs the white and black together is giving you a gray - which will reflect light differently.

As for your second image(3rd), I think you just put a map in the wrong spot maybe.

Basically, every gray value (0-255) has an angle associated with it. Keep in mind that 0 and 180 are the same angle! That means that from 255 to 128 (white to gray) your anistropy direction will vary from 0 degrees to 90. 128 to 0 is another 90 degrees of rotation.There are always two opposite values of gray that give the same angle.

Hope that makes sense.

Ian
OutDoor Scenery Question

Hi Ed, I wouldn't class myself as a Maxwell Pro, […]

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