View Full Version : Why after all these years, ...

Thomas M.
01-13-2009, 11:32 AM
... does the Anisotropic shader still not work with sub-patched objects? That's ridiculous and makes it pretty difficult to texture feathers.

Two polygons connected, one sub-patched, the other plain polys. In the UV map the polys are each rotated by 30, one cw, the other ccw.

Can somebody from NT please comment when this is going to be fixed?

Thanks in advance.

P.S.: It could work so marvelous!

01-13-2009, 12:04 PM
I don't know, but did you enable smoothing on your surface?

Thomas M.
01-13-2009, 01:23 PM
Doesn't matter if it's smoothed or not. Somehow the sub-divided mesh screws everything up.

01-13-2009, 02:01 PM
Fog it! with content, I get the same problem here. If you fog it now it may be fixed with the next release.

01-13-2009, 02:24 PM
Yes. The best thing is to submit a bug. Posting about it here will not put anything on record at NT to get it fixed.

Thomas M.
01-13-2009, 02:25 PM

01-13-2009, 03:32 PM
Works fine in RC11...


01-13-2009, 03:54 PM
I get the same issue... Jay, did you munge the UV map for your example?

01-13-2009, 04:51 PM
me? Munge? No, just made a subpatch object. Didn't worry about the uvs.

01-13-2009, 05:52 PM
You'll need to make UV's. The issue was with subpatch geometry, using the Aniso shader, using a UV map to control the direction of the aniso-ness...

Thomas M.
01-14-2009, 01:18 AM
Here's the scene. From what I remember (2-3 years ago) it also didn't work with morphs. I tried morphs as an alternative to UVs, but no success.