-  Tue Jun 28, 2005 7:57 pm
					 #40308
						        
										
										
					
					
							There is a very important control missing from the metal/plastic shader, and that is a way to control the angle/direction of microgrooves on an anisotropic surface.
For example, take metal starship hulls: All the panels on the hull actually reflect to the same degree, but the grooves are at different angles, so as the reflection/specular passes along the surface, different panels light up at different times. (The diffuse/reflection map cheat everyone uses where some areas are just less or more reflective is not accurate.)
This would also apply to metal paint flake shaders. In metallic paint, the flakes are trapped in the basecoat at slightly different angles, so the little flakes "light up" in reflection at different times, making it sparkle.
This is not a case of areas being more/less uv rough, or more/less reflective. It's a very different control. I've built a ton of mental ray shaders that utilize camera-normal lookup tricks to derive the proper look, but I think Maxwell is just the renderer to finally do it right, and accurately.
_Mike
					
										
					  															  					                For example, take metal starship hulls: All the panels on the hull actually reflect to the same degree, but the grooves are at different angles, so as the reflection/specular passes along the surface, different panels light up at different times. (The diffuse/reflection map cheat everyone uses where some areas are just less or more reflective is not accurate.)
This would also apply to metal paint flake shaders. In metallic paint, the flakes are trapped in the basecoat at slightly different angles, so the little flakes "light up" in reflection at different times, making it sparkle.
This is not a case of areas being more/less uv rough, or more/less reflective. It's a very different control. I've built a ton of mental ray shaders that utilize camera-normal lookup tricks to derive the proper look, but I think Maxwell is just the renderer to finally do it right, and accurately.
_Mike

