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1480 Chapter 16: Material Editor, Materials, and Maps
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 2–1480),
except for the Specular Highlight parameters,
and Diffuse Level controls such as those for
Oren-Nayar -Blinn shading (page 2–1482).
Anisotropic highlights a re elliptical, with differing U and V
dimensions.
Anisotropy measures the difference between sizes
of the highlig ht as seen from two perpendicular
directions. When anisotropy is 0, there is no
difference at all. The highlig ht is circular, as in
Blinn or Phong shading. When anisotropy is 100,
thedifferenceisatitsmaximum.Inonedirection
the highlight is very sharp ; in the other direct ion it
is controlled solely by Glossiness.
For more complex highlights, see the Multi-Layer
shader (page 2–1481).
See also
Shader Basic Parameters Rollout (page 2–1466)
Basic Parameters Rollout (Standar d Material) (page
2–1470)
Anisotropic Highlights (page 2–1492)
Blinn Shader
Material Editor > Sta ndard material > Shader Basic
Parameters rollout > Blinn shader > Blinn 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
Blinn, Oren-Nayar-Blinn, and Phong Highlights
(page 2–1493))asoftenasyoudowithPhong
shading.
Blinn shading tends to have soft, round highlights.
WithBlinnshading,youcanobtainhighlights
produced by light g lancing off the surface at low
angles. These highlights are lost when you increase
the value of Soften using Phong shading.
The Blinn and Phong shaders have the same basic
parameters (page 2–1470).