Hi all,
I’ve been searching but find no answer for adding tangent shading - for a nice brushed metal appearance - to an object to be rendered with cycles. I’m currently running blender 2.61.2.
Please help.
Thank you in advance for any help.
Hi all,
I’ve been searching but find no answer for adding tangent shading - for a nice brushed metal appearance - to an object to be rendered with cycles. I’m currently running blender 2.61.2.
Please help.
Thank you in advance for any help.
I remember Brecht note long time ago that there is trouble (unimplemented feature) with current ray differential code and shader system can not get correct tangent vector, so no normal maps. I am not good at that normal perturbation calculation algorithms, cannot confirm.
I don’t think he’s referring to normal maps. He probably wants an anisotropic shader to get this effect:

It’s not implemented ATM and isn’t in any plans AFAIK.
He is refering to algorithm that use correct tangent vector, as normal map, and many other. No vector, no support.
Ok,
Thank you all for your replies. At least I know not to waste anymore time looking for the answer.
@MadMinstrel
Nice image, that is pretty much what I was trying to do.
I’m really not sure how to proceed other than use blender internal to render texture, then fake it with UV for Cycles.
What do you all think you would try if the effect was a must for a project of yours?
well you could composite BL and cycles
but no certain how it can be done
if someone can give us a short video tut on how to do this
i could try it
salutations
It’s been months now. Is this feature implemented already?
You can actually used a stretched bump map to approximate the effect to an extent (image shown below)
Now getting a good result is not quite as straightforward compared to having an actual shader doing it for you, but one could still probably do it as a stopgap measure until we get a true anisotropic shader.