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Anisotropy material
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Hey guys! Any update about doing this anisotropy effect? I'm struggling to find a way to do but can't find it, I looked everywhere on the internet and nothing! Please tell me that you managed to make it!
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It seems the G-buffer used in UE4's deferred rendering needs more information than what is currently allocated. I'm sure sooner or later UE4 will offer it as an alternative option, much in the same way they allow toggling of a normal underneath the clear coat, and the addition of more color information for subsurface scattering materials. Presently, anisotropy has to be simulated by shifting normals of the surface into multiple directions per-pixel to give the illusion that light is spread over the surface. Obviously this illusion is not perfect.
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Originally posted by mariomguy View PostPresently, anisotropy has to be simulated by shifting normals of the surface into multiple directions per-pixel to give the illusion that light is spread over the surface. Obviously this illusion is not perfect.
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I think in the Materials Examples there is an experimental approach to anisotropy. Using the Temporal AA Dither material node you can get a dithered pattern over your material. Each pixel can then be shifted across the surface in a certain direction. So a brushed material with vertical streaks will have the normals tilted horizontally over the surface, leaving longer streaks. I don't have my project in front of me right now, but I was able to get it to work. Unfortunately the more you stretch, the lower your roughness, and the lower your screen resolution is, the worse it looks. Getting some of that stretched lighting effect is really nice, though!
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That solution doesn't work as well for a couple reasons:- Noise gets softer and blurred when mipmapped in the distance. And removing mipmapping just causes the result to be heavily pixellated.
- The noise is mapped to the object, so scales larger when zoomed in: in reality, the fibers on an anisotropic surface are so thin and small this phenomenon does not appear to happen.
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Originally posted by IronicParadox View Post
It's not a solution, it's a work around...
Looking further into this issue, apparently the hair model has anisotropy built-in! I'll try messing with it and seeing what I can get. There is documentation on the shader, but it's a bit skewed to an explanation of the effect rather than how to set it up properly. There's a lot in the material that's specifically driven for hair, unfortunately
https://docs.unrealengine.com/latest...r/#hairshading
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Well, at least this guy has *some* form of anisotropic materials working:
https://www.youtube.com/watch?v=PkjhN7cjemM&t=84s
https://www.youtube.com/watch?v=vR6-nclH7Z0
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Originally posted by IronicParadox
Actual anisotropy would require a forward lighting pass because it needs light vectors and in a deferred rendering setup, you don't get that.
Firstly, you have light vectors in a deferred shading. I can't image what made you think, that you can shade a surface without having light vector. Nope, you can't.
Secondly, you do not need forward rendering for anisotropic shading model. It can be done with deferred and was actually used in production before. All you'd require is a additional gBuffer space.
Originally posted by yannoch View PostHi all.
I looking for make a material with anisotropy effect.
Like this:
I know how to do that in UDK but i dont know with UE4...
Some one can help me please?Originally posted by lucas.cdsantos View PostHey guys! Any update about doing this anisotropy effect? I'm struggling to find a way to do but can't find it, I looked everywhere on the internet and nothing! Please tell me that you managed to make it!
While it is not that much of hassle to get anisotropic shading model running(can't make it in material editor alone, sadly), one would inevitably run into a number of complications, ranging from getting anisotropic reflections to minimizing performance impact.
For what it takes, various fakery methods, will generally be preferable. One of the methods was mentioned by earlier mariomguy. Alternatively, you could make fake anisotropic specular for one directional light in the material itself, by adjusting material's per pixel normals to reflect the light straight into the camera, depending on some kind of anisotropy map.
Last edited by Deathrey; 01-13-2018, 07:07 AM.
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lucas.cdsantos
Check the Automotive Materials sample (free download at Marketplace using Launcher), there is a material function called MF_BrakeRotor_Radial_Iron that "fakes" the aniso effect with normals and they provide the textures for the radial part used in the bottom, but there is no texture provided for the lateral. There is a way to procedurally generate both and I was sure that I had them anywhere but I failed in finding them, anyway a little thing that it will not fake of course the the blurry starting to appear moving from center, but even scalling the textures I found the result still good.
It is at least the best you can have for free and not much trouble.Nilson Lima
Technical Director @ Rigel Studios Ltda - twitter: @RigelStudios
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I think you can get anisotropic highlights by writing a custom shading model. You just need to figure out how to fit things in the GBuffer.
Ward's anisotropic model
https://en.wikibooks.org/wiki/GLSL_P.../Brushed_Metal
Far cry 4 - slides 12-21
https://www.gdcvault.com/play/102223...e-World-of-Far
These ones are for unreal engine
http://oliverm-h.blogspot.com/2013/0...materials.html
https://docs.unrealengine.com/udk/Th...cLighting.htmlLast edited by stororokw; 01-15-2018, 07:11 PM.
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