Anisotropic BSDF

Anisotropic BSDF node.

Solo Cycles

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.

Roughness (Rugosidad)

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.



Salida estándar de shader.



Anisotropic rotation on 0.


Anisotropic rotation on 0.25 (90°).


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