jeonado
hi, i got the same problem on creating scratch metal surface as well.
i need some anisotropic specular to lit on my geometry.
But this is what i get from the help file:
“Avoid using the Anisotropic Specular model on non-subdivided polygonal geometry because it will look flat shaded.”
I have subdivided my polygonal geometry still get the flat shaded look.
You guys have any ideas to solve this problem?
thanks,
jordan
WARNING: VERY BRIEF AND SOMEWHAT TECHNICAL ANSWER AHEAD

The problem is that most basic anisotropic shaders have something like:
vector anisoAxisX = normalize( Dv( P ) );
vector anisoAxisY = normalize( Du( P ) );
Which is a property of the geometry. In other words, it is consistent across polygon faces, which is why everything looks “flat” or “faceted”. You can get around this, if you have point normals specified, by modifying the shader to instead have:
normal Nn = normalize( N );
vector anisoAxisX = normalize( Dv( P ) );
vector anisoAxisY = anisoAxisX ^ Nn;
anisoAxisX = -anisoAxisY ^ Nn;
This modification exploits the point normals to modify the anisotropic axis calculations to be smoothly varying across the surface, while still being perpendicular to each other.
Anyway, this is just a brief introduction to _a_ possible solution. If you want more details, just let me know.
Cheers!