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.
Color of the surface, or physically speaking, the probability that light is reflected for each wavelength.
Sharpness of the reflection; perfectly sharp at 0.0 and smoother with higher values.
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 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 used for shading; if nothing is connected the default shading normal is used.
Tangent used for shading; if nothing is connected the default shading tangent is used.
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.
Standard shader output.