Anisotropic Roughness Vector Alignment

Dear Group,

I have a question concerning anisotropic roughness vector alignment. Specifically I would like to know is there anyway to correlate the u and v mapping values to a desired roughness vector. Here is an example what I am attempting to simulate (see photo below)

You can see how the brush strokes follow the base of the clock circumferentially. Ideally, if one were to model the same object, one roughness vector value would align itself around the clock base. The other value would be in the radial direction. For an object such as this, I can model the object such that the image map will align around itself in a similar manner (see image below):

Since I can align a texture in the direction that I want, I was wondering if there is I can translate the uv coordinates in a manner that could be used for specifying the anisotropic roughness values.

Please let me know if I do not make sense. Sometimes I have been known to confuse myself :>)

Thanks,

Marcus

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Hi Marcus,

A radial anisotropy is one of the easiest types to generate. The values for the vector [ux uy uz] are variables for a reason. These can be set to [(Px-xcent) (Py-ycent) 0] for a clock face in the x-y plane, which may be rotated and moved wherever you like afterwards. To make things even simpler, we can assume [xcent ycent] == [0 0] and use:

void metal2 brushed_around
4 Px Py 0 .
0
6 .5 .5 .5 .9 .03 .12

brushed_around ring shiny_face
0
8
  0 0 0
  0 0 1
  0 2

Using xform, you can then move the surface into position.

-Greg

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From: "Marcus Jacobs" <[email protected]>
Date: November 3, 2006 4:47:19 PM PST

Dear Group,

I have a question concerning anisotropic roughness vector alignment. Specifically I would like to know is there anyway to correlate the u and v mapping values to a desired roughness vector. Here is an example what I am attempting to simulate (see photo below)

http://i35.photobucket.com/albums/d178/marcdevon/100_0050.jpg

You can see how the brush strokes follow the base of the clock circumferentially. Ideally, if one were to model the same object, one roughness vector value would align itself around the clock base. The other value would be in the radial direction. For an object such as this, I can model the object such that the image map will align around itself in a similar manner (see image below):

http://i35.photobucket.com/albums/d178/marcdevon/ring01_render.jpg

Since I can align a texture in the direction that I want, I was wondering if there is I can translate the uv coordinates in a manner that could be used for specifying the anisotropic roughness values.

Please let me know if I do not make sense. Sometimes I have been known to confuse myself :>)

Thanks,

Marcus