Authoring Anisotropy Tangent Maps?

I was just wondering, anisotropy effects with the new HDRP are really nice and I would like to take advantage of them, but I am unsure of the best way to author the tangent maps that control the anisotropy direction? Does anybody have a good recommended workflow for authoring such things?

For things like normal maps, there is a nice physical method to authoring maps, you can sculpt high detail models and project the detail down onto the low resolution methods. There isn’t a time where you actually need to physically “paint” the normal map.

Is there a similar analog when authoring these tangent maps?

Anistropy is caused by micro-grooves in the surface that all run in the same direction. essentially you just need a normal map that describes the flow of those grooves.

so no, I don’t think there is a way to bake it out from a highpoly.

Yeah I am aware, and HDRP specifically asks for a Tangent map to control the direction of those grooves for shading. That is, a texture where every pixel is a color encoded 0-1 where the RG components represent a vector in tangent space.

If I could ‘paint’ a direction onto a mesh and then bake that out, that would be an example of a nice workflow, but so far I haven’t been able to find a program that can generate such a texture.

1 Like

Could you please explain relation between Normal, Tangent and Anisotropic direction?

Substance have flow map brush, krita too. And also, you can use trick explained here: How to paint flow/anisotropic/comb maps in Photoshop. — polycount

Thank you so much for your time.