OK, so this is not a
new issue for me. It basically goes something like this: No matter what I do, UDK mangles my specular. Now that I've tried to implement anisotropic specular, it's even worse of a problem.
You can see some examples in my image. There's two major issues. One, there appear to be seams that correspond to the UVs, and in some cases it even messes up the direction of the anisotropy. Then on top of that, everything looks like crap, to be very technical about it. Specifically, the specular highlights resemble gouraud shading.
For the love of 3d, tell me this can be fixed. I can't use UDK like this.
Replies
The only thing I can imagine is the hardening of the UV seams data maybe? I'm not sure if in the latest versions they changed this, but I recall that UDK had it's own optimization running under the hood for seams, UV's, hards, etc. so that could be the problem maybe?
And I don't think you can fix that, even if you access to the code since it's really stuck deep in the renderer code