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Is there a way to use specular anisotropy without it relying on UV's? currently running into the issue where the spec stops on the UV seam
Solved! Go to Solution.
Solved by T0M0X. Go to Solution.
Does increasing Subdivision Iterations or Texture Filtering help?
I think that one of the solution is to connect aiUtility (Shade Mode - flat, Color Mode - Normal, Overlay Mode - none) to tangent of aiStandardSurface