I am longtime user, but I never figured out how KS defines what is the X and Y directions on texture maps. When I use an Anisotropic material I have to rely on trial and error to fin out which value/direction needs to be more reflective.
I know that X is the horizontal screen space in the HDRI Editor, but ho does this translate into the texture space?
THEN - to make it more complicated: How do X and Y translate into RADIAL anisotropic reflection?
I would be very grateful if this “secret” gets solved for me!
Hi Lukas,
I would say it’s X horizontally and Y vertically like I learned in math about a century ago
With a radial reflection I would say it won’t matter since it’s a radial reflection.
The mapping type defines in the end how a texture gets wrapped around an object. If you use UV as mapping type all just depends on the UV map and not so much about X and Y.
I think it might be confusing if objects themselves have their axis different so that might also impact the projection of for example a planar mapped texture.
Not sure if I understand you entirely about what the issue is but let me know.
That’s how I do it; X is horizontal Y is vertical…but i take the screen Space as reference. SO what happens if a surface is in a 45 degree angle (in respect to the screen space)? The screen space inidicator or the move tool don’t really help.
For radial: the problem is, that it matters. The reflections of X = 0.2 and Y = 0.02 are totally different if I swap the values.
It is confusing to me!
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