I've got this problem with anisotropic reflection/highlights with default H11 Mantra Material render with PBR. I wonder any of you guys out there have this same problem. Please see attached image for details. Hip file attached too.
By default anisotropic directions are based off the geometry's tangents, (each face's s and t coordinate.) Unless you are dealing with NURBS or other parametric surfaces you are going to be at the mercy of each face's winding order.
Luckily the Surface Model VOP gives you a few options: Geometric Tangents, World Space, Object Space, UVs and Other.
For your model, setting it to Object Space and the Specular Anisotropy to -0.5 will give you an effect I think you are looking for.
For much more complex geometry or other effects its probably best to use UVs or some other attribute to drive the anisotropic coords.