Anisotropic Specularity
You may notice that a lot of metals have a "brushed"
appearance to them, especially aluminum and stainless steel. This is
caused by tiny scratches that soften the reflection of the metal. This
may be done as a side effect of manufacturing, or for its visual
design.
Brushed metal like this has a very distinctive visual behavior.
Specular highlights are broadened, but only in the direction
perpendicular to the brushing. This is known as anisotropic
reflection. It's more common than you may expect, especially on
fixtures like hand rails.
You can also see anisotropy in materials that are made of hair or
threads; a horse's hide has a special sheen to it, and so does long
straight hair. A popular Christmas ornament consists of a sphere with
threads covering the surface neatly from pole to pole, which has a
very distinctive look. A silk top hat is similar.
LightWave (and nearly all other 3D programs) do not attempt to shade
anisotropic materials at all, but we have included the ability in
Gaffer. It's not a common option to use, but when you do have a
surface that needs it, there's simply no substitute.
You can define the direction and strength of the anisotropy,
including linear, cylindrical, and radial "scratch"
directions.
The images to the left show a wheel rim with and without anisotropic
highlights. Notice in the bottom image how the shape of the
specularity is dramatically different. This effect is especially
evident in animations when your viewpoint is changing.
Note: The above images also show before and
after examples of Gaffer's Area Light Shadows and Advanced Specularity
Control. See related sections for more details.
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