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Anisotropy Mapping

Material Editor > Standard material > Shader Basic Parameters rollout > Anisotropic or Multi-Level shader > Maps rollout > Anisotropy button

Mapping anisotropy. The stretch of the highlight depends on the level of gray in the map.

You can select a bitmap file or procedural map to control the Anisotropy parameter. The map controls the shape of the anisotropic highlight, roughly (but not necessarily) within the area specified by the glossiness parameter. Black and white values have little effect. Maps with a good deal of grayscale values, such as Noise or Falloff, can be very effective.

The anisotropy parameter is available with the Anisotropic and Multi-Level shaders.

The effect of mapping anisotropy is not very apparent unless the specular level is fairly high and glossiness is fairly low.

Reducing the Amount of the anisotropy map reduces the map's effect, and increases the effect of the Anisotropy value on the Basic Parameters rollout. When the Amount is 0 percent, the map isn't used at all.

Procedure

To map the anisotropy value:

  1. Click the Map button for Anisotropy.

    The Material/Map Browser is displayed.

  2. Choose from the list of map types, and then click OK.

    The Material Editor is now at the map level, and displays controls for the map parameters.

  3. Use the map controls to set up the map.


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