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Anisotropic Shader 1321
over. Generally, sliding friction is lower than
static friction due to surface tension effects. For
example, once steel starts sliding over brass (a
value of static friction that might run from 0.05 to
0.2), the sliding frict ion drops to a sig nificantly
lower value, on the order of .01 to 0.1. For some
materials, such as specific friction materials like
brake linings, sliding fr iction is just as high as static
friction because it is used in conjunction with
a nearly f rict ionless m aterial such as harde ned
polished steel.
Basic Material Shaders
Anisotropic Shader
Material Editor > Standard material > Shader Basic
Parameters rollout > Anisotropic shader > Anisotropic
Basic Parameters rollout
TheAnisotropicshadercreatessurfaceswith
elliptical, "anisotropic" highlights. These
highlights are good for modeling hair, glass, or
brushed metal. The basic parameters are similar to
those for
Blinn or Phong shading (page 2–1321)
,
except for the Specular Highlight parameters,
and Diffuse Level controls such as those for
Oren-Nayar-Blinn shading (page 2–1323)
.
Anisotropic highlig hts are elliptical, with differing U and V
dimensions.
Anisotropy measures the difference between sizes
of the highlight as seen from two perpendicular
directions. When anisotropy is 0, there is no
difference at all. The hig hlight is circular, as in
Blinn or Phong shading. When anisotropy is 100,
thedifferenceisatitsmaximum.Inonedirection
the highlight is very sharp; in the other direction it
is controlled solely by Glossiness.
For more complex high lights, see the
Multi-Layer
shader (page 2–1323)
.
See also
Shader Basic Parameters Rollout (page 2–1310)
Basic Parameters Rollout (Standard Material)
(page 2–1311)
Anisotropic Highlights (page 2–1333)
Blinn Shader
Material Editor > Standard m aterial > Shader Basic
Parameters rollout > Bli nn sh ader > Blin n Basic Parameters
rollout
Blinn shading is a subtle variation on Phong
shading. The most noticeable difference is that
highlights appear rounder. In general, you don’t
need to use the Soften parameter (described in