One note regarding anisotropy rotation 6:40-7:01 The default ramp at 6:40 would be the correct way for anisotropy rotation. Because I work mostly in product visualization, I'm usually doubling the knot to get a more interesting look, which is why I was doing this in the first place. ;) Another thing I didn't talk about, is the importance of the axis of the object as the vector nodes depends on the axis orientation. If you're importing CAD-files into your 3D-program, the axis of objects are usually messed up. You either adjust the axis or swap the values in the Vector Mul Node (for example 100,100,0 -> 100,0,100). Try it till it looks right ;)
@photoindra5 ай бұрын
Thanks for tutorial. Works in Redshift inside of Houdini the same way.
@massimobaita7178Ай бұрын
Thank You very much!
@Ricardo-de9ju8 ай бұрын
It is procedural but based on UV's, which can cause some troubles sometimes. Just to make clear for everyone.
@wanlyou7 ай бұрын
cool!
@andreapavan88564 ай бұрын
How do you map the textutre to a cylinder so that it shows also on the sides, like on the thumbnail?
@tbrtbrtzr3 ай бұрын
Copy this texture and make the mapping of the left two ramps (u & v) horizontal or vertical.😀