VEX Brushed Aluminum shader

This surface implements anisotropic shading based on the lighting model by Greg Ward which can be…

This surface implements anisotropic shading based on the lighting model by Greg Ward which can be found at the Radiance Homepage (http:/ /radsite.lbl.gov).

If U & V roughness are equal, the specular highlite will be isotropic. If they are different, the highlite will be anisotropic. Some values are:

              Diff   Spec    U-Rough  V-Rough
rolled brass           .1      .33     .05     .16
rolled aluminum        .1      .21     .04     .09
brushed aluminum       .15     .19     .088    .13
varnished plywood      .25     .025    .04     .11
enamel finished metal  .25     .047    .08     .096
painted cardboard box  .19     .043    .076    .085
white ceramic tile     .7      .05     .071    .071
glossy grey paper      .29     .083    .082    .082
ivory computer plastic .45     .043    .13     .13
plastic laminate       .67     .07     .092    .092

Usages in other examples

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