Anisotropic reflections in PBR - what's the best way?

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I know that this his been asked and answered a few times, but I was wondering if there was some sort of consensus, or better yet, an out of the box solution, to produce legitimate anisotropic reflections in a PBR render.

Thoughts?
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This [cs.utah.edu] is the reference.

Some [forums.odforce.net] have had success, and published their results [forums.odforce.net].

Is this helpful?
cheers,
Abdelkareem
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In your Lighting Model VOP, merely set the lighting model to Anisotropic. The direction of anisotropy gets trickier (especially for polygonal objects) but the specular function should be doing proper anisotropic reflections.
Jason Iversen, Technology Supervisor & FX Pipeline/R+D Lead @ Weta FX
also, http://www.odforce.net [www.odforce.net]
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Thanks all! I'll try it all out.
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Okay, I'm still fighting with this. I'm dealing with polygons with a legitimate u and v attribute - the lighting model VOP does the right thing with regards to the specular highlight, but I'm looking for a genuine reflection response. Has anyone crossed this bridge yet when dealing with polygons and pbr?
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Hey Stu,

Here's a quick test using VOPs.

HTH.

Attachments:
anisotest.jpg (12.8 KB)
anisotest.hip (444.4 KB)

Mario Marengo
Senior Developer at Folks VFX [folksvfx.com] in Toronto, Canada.
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Thank you, I'll try it out!
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