Anisotropic lighting

hiya,
i’d like to render some realistic grained-plastic stuff…
after struggling a bit on the topic, i am kinda convinced that what i need is the anisotropic lighting. You know, on grained plastic the specular component doesn’t fall in a sharp shape of the light source, but it is more like a diffused halo.
I’ve collected some papers form ATI describing the phenomena, but no examples. Does anyone can point me some useful paper??

thank you G.

Which papers are you talking about?

plastic can exhibit many forms of reflectivity, but we all know that phong lighting is considered “plastic lighting”.

For anisotropic lighting, the specular term can be used as a tex coord to sample a special 1D texture.
You just need the right texture.

Check out “Advanced Real-time reflectance” by Naty Hoffman.
http://www.gdconf.com/archives/2004/hoffman_naty.pdf

Originally posted by V-man:
[b]Which papers are you talking about?

plastic can exhibit many forms of reflectivity, but we all know that phong lighting is considered “plastic lighting”.

For anisotropic lighting, the specular term can be used as a tex coord to sample a special 1D texture.
You just need the right texture.[/b]
in particular i was refering to this nvidia ppt:

NVidia Anisotropic Ligthing

I will spend some time looking at the paper suggested by Parveen and the check back here…
Thanks guys…

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