- Wed Aug 15, 2007 11:53 pm
#240664
Well yes, the angle maps can be grayscale; I was just referring to rgb as a single unit for shorthand. In other words, the same value for r, g, and b.
The angle control maps 360 degrees. 0 degrees = rgb 0,0,0 and 360 degrees = rgb 255,255,255. So 180 degrees=rgb 128,128,128.
Now, in all but "crosshatch" anisotropy situations (like the top of a cylinder) most people looking for paneling, or flakes or speckles, etc, want the most bang for their buck, sparkly-wise. In these cases, 180 degree anisotropy and 360 degree anisotropy both look almost identical to 0 degrees. So if you make a sparkle map with two values, rgb=0,0,0 and rgb=128,128,128, that corresponds to 0 and 180 degrees in angle. They look so much the same, that you get no "sparkle" at all.
So that's why the truly useful range is not 0-180 degrees, but more like 0-90 degrees. 90 degrees is rgb=64,64,64. So if you make a sparkle map with different intensities between rgb=0,0,0 and rgb=64,64,64, you'll see the most pronounced sparkles, especially in animations. Sometimes, in some cases, I'll go ahead and push it to rgb=128,128,128, but not always. More often than not, 100 degrees looks enough like 80 degrees that it starts to rob itself of the sparkly effect.
So my carpaint speckles, for example, have their anisotropy at around 90, and an angle map. The angle map has dots of various grayscale intensities between rgb=0,0,0 and rgb=64,64,64. In animations, it sparkles nicely, and with that "random" orientation feel we're trying to simulate. Works well for snow, sand, etc., as well.
_Mike
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