One note regarding anisotropy rotation 6:40-7:01 The default ramp at 6:40 would be the correct way for anisotropy rotation. Because I work mostly in product visualization, I'm usually doubling the knot to get a more interesting look, which is why I was doing this in the first place. ;) Another thing I didn't talk about, is the importance of the axis of the object as the vector nodes depends on the axis orientation. If you're importing CAD-files into your 3D-program, the axis of objects are usually messed up. You either adjust the axis or swap the values in the Vector Mul Node (for example 100,100,0 -> 100,0,100). Try it till it looks right ;)
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Thanks for tutorial. Works in Redshift inside of Houdini the same way.
One note regarding anisotropy rotation 6:40-7:01
The default ramp at 6:40 would be the correct way for anisotropy rotation. Because I work mostly in product visualization, I'm usually doubling the knot to get a more interesting look, which is why I was doing this in the first place. ;)
Another thing I didn't talk about, is the importance of the axis of the object as the vector nodes depends on the axis orientation. If you're importing CAD-files into your 3D-program, the axis of objects are usually messed up. You either adjust the axis or swap the values in the Vector Mul Node (for example 100,100,0 -> 100,0,100). Try it till it looks right ;)
cool!
It is procedural but based on UV's, which can cause some troubles sometimes. Just to make clear for everyone.