9

Orientation Mapping 1505
Procedure
To map the anisotropy value:
1.
Click the Map button for Anisotropy.
The Material/Map Browser (page 2–1447) is
displayed.
2. Choose from the list of map types, and then
click OK.
TheMaterialEditorisnowatthemaplevel,and
displays controls for t he m ap parameters.
3. Use the map controls to set up the map.
Or ient ati on M ap ping
Material Editor > Standard material > Shader Basic
Parameters rollout > Anisotropic or Multi-Level shader >
Maps rollout > Orientation b utton
Mapping anisotropy orientation
Yo u c a n s e l e c t a b i t m a p f i l e o r procedural map
(page 3–997) to control the Orientation parameter.
Orientation controls the position of the anisotropic
highlight. Mapping or ientation changes the
highlight’s position. Black and white values have
little effect. Maps with a good deal of grayscale
values, such as Noise (page 2–1674) or Falloff (page
2–1670), can be very effective. You can also get
agoodeffectusingthesamemapfororientation
mapping and bump mapping (page 2–1506).
The orientation parameter is available with the
Anisotropic (page 2–1480) and Multi-Level (page
2–1481) shaders.
Reducing the Amount of the orientation map
reduces the map’s effect, and increases the effect
of the Orientation value on the Basic Parameters
rollout. When the Amount is 0 percent, the map
isntusedatall.
The effect of mapping orientation, like anisotropy,
is not ver y apparent unless the specular level is
fairly high and glossiness is fairly low.
Tip: Using an instance of the same map to cont rol
both anisotropy and orientation can give you good
control over anisotropic highlights.
Procedure
To map the orientation value:
1.
Click the Map button for Orientation.
The Material/Map Browser (page 2–1447) is
displayed.
2. Choose f rom the list of map types, and then
click OK.
TheMaterialEditorisnowatthemaplevel,and
displays controls for the map parameters.
3. Usethemapcontrolstosetupthemap.