So, I've been reading a bunch of threads and discussions, googling for hours now, looking for a way to replicate an anisotropic surface inside UE4.
The answer so far is basically: none of the shaders in UE4 support this.
This seems to be somehow related to deferred rendering (is it true? why?)
You must code your own shader if you want to have directional light reflections.
And they are all like "yay, of course, thank you" and then I suppose they go and write their shader, which they already know how to code.
My problem is - I don't (yet?). No experience with coding shaders. Unfortunately, I need anisotropic reflections, so it appears I've got to learn how.
This is not something I'm happy to do; I'd honestly rather avoid delving in programming, as long as another way exists. Learning how to code sounds kind of a disproportionate effort in order to attain a single task.
Here is the question.
-Is there really no other way around it?
-If It just can't be helped, what are some good learning resources to introduce the subject that I can understand with no prior knowledge?
Replies
What you said is very promising.
How do you make anisotropy with a normal map?
Is it as simple as converting a brushed metal map -or a motion blurred noise- to normal map (i.e. with crazybump or ndo) or there's something else to it?
One idea that has occured to em is to bend the hipoly with a defomer, just slightly, as to simulate directional light.
Pic related:
This will unfortunately make actually SHORTER reflections on the axis of interest, as opposed to longer reflections,
BUT
the overall look might suggest anisotropy well enough, if combined with a detailed brushed normal map (vinyl style)
I'll share results for scientific purposes