I am also wrapping my head around anisotropy on the dome - and while radial scratches set to spherical projection work fine, anisotropy angle fill does not. It breaks between UV islands. Any hints?
Anisotropy typically uses the tangents of the model to influence the stretch direction. Tangents are influenced heavily by the uv, so I would recommend redoing your uv to be one contiguous shell.
Anisotropy typically uses the tangents of the model to influence the stretch direction. Tangents are influenced heavily by the uv, so I would recommend redoing your uv to be one contiguous shell.
flowmaps can help with this, but yeah UV seams tend to be an issue and are best hidden where they are not as visible
Replies
https://github.com/KhronosGroup/glTF-Sample-Assets/blob/main/Models/AnisotropyBarnLamp/README.md#anisotropy-directions