Texture subtlety?

ok this has been bugging me for a while, and iim by no means surrounded by experts here, so.....

Im not entirely sure how to deal with shaders at a sub pixel level......

eg a record (LP), how would you go about making the micro fine grooves?
A: an enormous bumpmap.
B: an enormous anistopy map.
C: some fancy procedural black magic....
D: non of the above you pathetic amature!

antialiasing issues aside, im just not getting the subtlety these sort of surfaces demand.... and i already have unholy sized maps......
ideas?

Bonjour TeAnau,

Plug the bump map also in the specular input!
You don't need a stong bump. The specular information will strenghten the lines. The anisotropic model for specular is well advised.

Also, what you can do is use a nurbs disc and use an UV projection for your maps. Then, use only a small rectangle as image map, containing the line pattern. Repeat the texture many times. Because you use a UV projection, the line pattern will follow the shape of the disc.

Finally, for the image map itself, I suggest that you use a checkerboard with lines that goes only in one direction. Use low contrast colors.

Hope this helps
Salutations - Cheers
Bernard Lebel

mmm thanks.
I remember seeing a dance add that you could even make out the micro undulations in the maingrooves.

i guess it is just sencible mapping of a small section many times, (thanks for the nurbs scheme. i should have given that a go)

mapping an image just seems to prone to aliasing issues to be very successful.

oh well i guess homework this evening is to pull this off properly.