Hey all,
I wanted to improve on some of my materials, especially brushed metals and came across a seemingly still persistent bug when using anisotropy on cylinders with beveled edges.
There are already a few posts regarding this problem but this one is my original one:
https://forum.corona-renderer.com/index.php?topic=11044.0;allIt also got added as official bug, but seems to have been "solved" as core issue with no further action required.
https://bugs.corona-renderer.com/view.php?id=1593I just want to know, if this behavior is something that will stay like it is or if there is hope to have it corrected.
I tried a lot of workarounds but found none to be working reliably.
For example using UV axis shows the correct result but with visible steps in the reflection and required correct UV maps (not easy with imported geometry).
And faking the reflections with radial gradients is just not the way to go when using an engine committed to "easy realism" like corona.
The visible hole/gap is linked to the amount of subdivisions the beveled edge has, not to it's radius.
I'd appreciate any info about upcoming fixes or reliable solutions using e.g. triplanar shaders.
Flo