I'm not exactly sure if there is a term for what I'm having a problem with but going to explain it the best I can.
I'm currently using marmoset and trying to get the specular effect on a round object where the highlights shoot out from the center like the images below.
![Captain-America-2.jpg](http://www.tech-gaming.com/wp-content/uploads/2011/07/Captain-America-2.jpg)
![captain-america-shield-front.jpg](http://cdn.screenrant.com/wp-content/uploads/captain-america-shield-front.jpg)
In marm the only options there are kinda is phong or anistropic
![shieldquestions.jpg](http://ericdigital.com/shieldquestions.jpg)
So anistropic seemed like it was a step in the right direction and i figured since the geo doesn't come to a point that was the reason, I tried a quick test and it didn't yield any results.
![shieldquestions2.jpg](http://ericdigital.com/shieldquestions2.jpg)
Is this something I can do in marm? Should I try to just fake it with a spec map/fancy light placement? I feel kind of lost! Hoping it's just something I'm naive to.
thanks for any info/ideas guys
Replies
Problem is, generating them isn't exactly easy last I checked, and something like that is simple, but the generation process doesn't exist.
Here's an example of what it would look like for a round object: http://udn.epicgames.com/Three/AnisotropicLighting.html
Lastly, if you do a quick search in Technical Talk about anistropy, there should be several threads discussing on how to tackle in Photoshop AND a plugin for Max.
You should be able to get a good direction map using the angle gradient tool in photoshop.
Edit: ninja'd!
Interesting Mike, So I was playing around with just a Black and white image using the angle gradient tool before I went to bed last night and was def getting pretty close results. Is this basically what you were suggesting?
It seems to work pretty well except in addition to having some pretty decent results there is a highlight that still glides across the entire surface? Is it because this is only a B+W map, or is that just a unavoidable part of aniso surfaces? Perhaps I would have to get a little fancier and build more of a tangent map?
Thanks again for the responses guys
the map should look more like this. no idea how to generate it myself. read the doc ace posted.
There is also one floating around google, but couldn't find it again
As I said, the math does exist on how Aniso will be calculated for your mesh via the mesh AND the normal maps, but it's the baking part that doesn't exist for said stuff, you have to rely on things like VRay, Mental Ray, etc during render time, especially for inorganic stuff like the shield.
We just recently found 'somewhat' ways to paint Aniso maps for hair and water, which are very forgiving in nature.
Yeah, I know it sucks, but if worse comes to worse, you could fake the Aniso effect maybe? You know, cover it in dirt, have 4 strong streaking highlights only, etc...
Pretty interesting stuff. I think that's pretty much what I'm going to do. Using the really ghetto B+W map and just faking some stuff in my spec/diff I'll be able to get a satisfactory result for still images at least.
Appreciate the help
Not home right to test right now, but I wonder if it would work in marm
Found it on this wiki
http://www.unifycommunity.com/wiki/index.php?title=Anisotropic_Highlight_Shader
Thinking of maybe just using unreal instead to present since it seems a bit easier to pull off. I was reading threw Ben's thread and them getting direction working with Xoliul but didn't see anything about metal surfaces like this. Had no idea this was such a elusive thing!
Also, use the second shield you created, the one with the pointy center.
I'm not sure what math Marmo uses, which is half of the issues, maybe they have more information in their thread?
Here is the anisotropic direction.
Hope this helps! :P
Thank you for keeping the suggestions coming!
here's the map
yayy you guys are awesome!
@Drew - Those maps work great! I guess the only thing I really wonder now is when I was doing tests on the tangent space looking map I found earlier, I had tried inverting it, which made it almost look exactly like the maps you posted but it didn't yield any results. Are the maps you generated basically just from baking out a cone? Thanks a ton for the help man, really appreciated!
Thanks again everyone for your input!