AnisotropicFun – part2
same idea as here but he other way :
the shape of the anisotropic pattern is procedurally defined in XSI FXtree with a ComponentParser.
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to reinject those vectors back to the deriver I rendermapped the U_basis again

this is the rendertree I used to finally transform the 2d vectors . lmFlowCoords was designed for something else but globally it would transform vectors from a reference to another.

a last one for the road
the anisotropic pattern is rendered from a 3d scene (rotating disks instancied on a particle cloud) using lm2dmv


render (animation)

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You’re currently reading “AnisotropicFun – part2,” an entry on Lulu1315
- Published:
- November 3, 2007 / 11:21 am
- Category:
- 3d, mental ray, shading, textures, xsi
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