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Anisotropic scale and anisotropic rotation differ between principled shader and anisotropic shader
Closed, ArchivedPublic

Description

System Information
Operating system: Ubuntu 18.04.1
Graphics card: RX 480

Blender Version
Broken:
blender-2.80-3730d16347a5-2019-03-04, 16:04

Short description of error
I'm not sure about the scale, because I think the principled shader has to be more physically accurate, the proportion is about 0.65:1.0 for principled and anisotropic shaders. On the other hand, the rotation is shifted by 0.25 anisotropic rotation units or 90º degrees, which rotation is right?

Exact steps for others to reproduce the error

Details

Type
Bug

Event Timeline

Brecht Van Lommel (brecht) closed this task as Archived.EditedMar 5 2019, 11:30 AM
Brecht Van Lommel (brecht) claimed this task.

The principled BSDF was implemented specifically to follow the Disney BRDF and be compatible with other software. Our own Anisotropic BSDF is a bit different. Maybe one day we'll make them consistent, but we do not consider this a bug. Both are correct.