Anisotropic BSDF

../../../_images/render_shader-nodes_shader_anisotropic_node.png

Anisotropic BSDF.

Cycles Only

The Anisotropic BSDF is used to add a glossy reflection, with separate control over U and V direction roughness. The tangents used for shading are derived from the active UV map. If no UV map is available, they are automatically generated using a sphere mapping based on the mesh bounding box.

Inputs

Color

Color of the surface, or physically speaking, the probability that light is reflected for each wavelength.

Roughness

Sharpness of the reflection; perfectly sharp at 0.0 and smoother with higher values.

Anisotropy

Amount of anisotropy in the reflection; 0.0 gives a round highlight. Higher values give elongated highlights orthogonal to the tangent direction; negative values give highlights shaped along the tangent direction.

Rotation

Rotation of the anisotropic tangent direction. Value 0.0 equals 0° rotation, 0.25 equals 90° and 1.0 equals 360° = 0°. This can be used to texture the tangent direction.

Normal

Normal used for shading; if nothing is connected the default shading normal is used.

Tangent

Tangent used for shading; if nothing is connected the default shading tangent is used.

Properties

Distribution

Microfacet distribution to use. Sharp results in perfectly sharp reflections like a mirror, while Beckmann, GGX and Ashikhmin-Shirley can use the Roughness input for blurry reflections.

Outputs

BSDF output

Standard shader output.

Examples

../../../_images/render_shader-nodes_shader_anisotropic_rot0.jpg

Anisotropic rotation on 0.

../../../_images/render_shader-nodes_shader_anisotropic_rot025.jpg

Anisotropic rotation on 0.25 (90°).

../../../_images/render_shader-nodes_shader_anisotropic_example.jpg

Anisotropic shading with 0° rotation, 90° rotation and textured rotation of the tangent direction. Example blend-file.