Re: Hair Sheen on Poly geo using a normal map in Arnold?

2016-09-09 Thread Gregor Punchatz
We found a solution, I will try to remember to post a snap shot of our tree, and how we converted the the rgb channels into the proper gray scale image (I think we wrote a python script, a bit clunky but it worked) On Friday, September 9, 2016, Orlando Esponda wrote:

Re: Hair Sheen on Poly geo using a normal map in Arnold?

2016-09-09 Thread Orlando Esponda
Hi Oscar, yes, because this map is driving the direction in UV space, but what if you want to drive it in object/tangent space? How could you use the vector3 info of a vector map and convert it to b (UV space) map? El vie., sept. 9, 2016 3:57 AM, Oscar Juarez

Re: Hair Sheen on Poly geo using a normal map in Arnold?

2016-09-09 Thread Oscar Juarez
I think you only need a black and white ramp to drive the directin. https://support.solidangle.com/display/AFMUG/Anisotropic+Brushed+Metal On Fri, Sep 9, 2016 at 5:29 AM, Orlando Esponda wrote: > Hi Greg, > > did you find a way to use vector maps to drive the

Re: Hair Sheen on Poly geo using a normal map in Arnold?

2016-09-08 Thread Orlando Esponda
Hi Greg, did you find a way to use vector maps to drive the anisotropic specular direction? I think it's a very useful way to use anisotropic for organic objects... the horse example is a good example. I haven't written before because I don't have the answer but I really appreciate any info on

Re: Hair Sheen on Poly geo using a normal map in Arnold?

2016-08-23 Thread Morten Bartholdy
Map the Anisotropic specular!? //MB > Den 22. august 2016 klokken 22:05 skrev Greg Punchatz : > > > We are trying to figure out how to get a hair like sheen using a normal or > flow map out of Mari to drive the specular as I have often seen in games. > They show using