Go to: Related nodes. Attributes.
An isotropic material (such as Phong or Blinn) has the same specular properties in all directions. An anisotropic material has a distinguishable direction along which the surface is particularly shiny.
Aside from the attributes described here, the Anisotropic shader inherits many attributes from its parents Reflect and Lambert.
Other kinds of shaders you can use:
In the table below, important attribute have their names indicated in bold in the description column.
This node is MP safe
Node name | Parents | Classification | MFn type | Compatible function sets |
---|---|---|---|---|
anisotropic | reflect | shader/surface:drawdb/shader/surface/anisotropic | kAnisotropy | kBase kNamedObject kDependencyNode kLambert kReflect kAnisotropy |
lambert, reflect, phongE, phong, blinn, volumeShader, simpleVolumeShader, surfaceShader, displacementShader, layeredShader, useBackground, defaultShaderList, shadingMap
angle, anisotropicReflectivity, fresnelRefractiveIndex, roughness, spreadX, spreadY, tangentUCamera, tangentUCameraX, tangentUCameraY, tangentUCameraZ, tangentVCamera, tangentVCameraX, tangentVCameraY, tangentVCameraZ
Long name (short name) | Type | Default | Flags | ||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
anisotropicReflectivity
(arfl )
| bool | true | ![]() ![]() ![]() ![]() | ||||||||||||||
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spreadX
(sprx )
| float | 13.0 | ![]() ![]() ![]() ![]() ![]() | ||||||||||||||
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spreadY
(spry )
| float | 3.0 | ![]() ![]() ![]() ![]() ![]() | ||||||||||||||
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fresnelRefractiveIndex
(frfi )
| float | 6.0 | ![]() ![]() ![]() ![]() ![]() | ||||||||||||||
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angle
(angl )
| float | 0.0 | ![]() ![]() ![]() ![]() ![]() | ||||||||||||||
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roughness
(roug )
| float | 0.7 | ![]() ![]() ![]() ![]() ![]() | ||||||||||||||
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tangentUCamera
(utan )
| float3 | ![]() ![]() ![]() | |||||||||||||||
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tangentVCamera
(vtan )
| float3 | ![]() ![]() ![]() | |||||||||||||||
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