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.
pixel_parser.jpg

result with RSMB :
wave_noise.jpg

another pattern :
other_noise.jpg

to reinject those vectors back to the deriver I rendermapped the U_basis again
rendermap_u_vector.jpg

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.
getting_dudv_from_uvbasis.jpg

result using the map
wave_noise_render.jpg

a last one for the road

the anisotropic pattern is rendered from a 3d scene (rotating disks instancied on a particle cloud) using lm2dmv
circular_generation.jpg
circular_vectors.jpg

using RSMB
circular_noise.jpg

render (animation)
circular_noise_render.jpg

Advertisements

About this entry