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Anisotropy is similar to a glossy shader, only it pulls the reflection in a certain direction:
Viewed from the side, the reflection is stretched sideways. But when viewed 90 degrees to the right, it creates a very different reflection:
So Anisotropy allows us to (finally) create materials like; brushed metal, CDs, vinyl, fry pan bases, kitchen sinks etc.
Brushed metal. A real world example of Linear Anisotropy. Photo by Guido Muermann
With the saucepan selected add a new material, and from the shader dropdown, select Anisotropic BSDF.
Go to the node editor and you should see the Anisotropic Node. Heres a brief description of what each setting does:
Pretty easy right? Well the base is finished, but technically the walls arent correct yet as its using the default radial anisotropy when it should be using linear.
Linear shading needs UV coordinates to know which direction the light should stretch. So before we can continue, we need to UV unwrap the saucepan. In front view select all the vertices, press U and select Cylinder Projection.
Then select the base of the saucepan and from top view, press U and select Project from View (Bounds).
The anisotropy will stretch the light vertically along the UV coordinates. So if youre using this tutorial for another purpose, make sure to rotate the uv coordinates according to which way you want the light to stretch. Now that youve UV unwrapped it, go back to the Node Editor (making sure the Linear material is selected) and add a Tangent node (Input>Tangent). Set the type to UV Map and select the name from the drop down box:
I hope you enjoyed this tutorial! If you create something cool, post it in the comments below