transformedBentNormalView
An internal node used within `MeshPhysicalNodeMaterial` to achieve anisotropic reflections. It works by calculating a "bent" normal to modify environment map sampling, creating stretched, directional highlights on materials like brushed metal or silk.
Core Advantages
Encapsulates complex, physically-plausible anisotropic reflection calculations, allowing developers to easily add realistic, directional environment reflections to materials like brushed metal.
Common Uses
Creating brushed metal materials with elongated highlights perpendicular to the brush direction.
Simulating varnished wood grain or carbon fiber, stretching reflections along the texture flow.
Replicating the unique, soft sheen of silk or velvet that flows with the viewing angle.
How to adjust
This is an internal node; its effect is adjusted via `MeshPhysicalNodeMaterial` properties. Primarily, use `anisotropyNode` to control the strength (higher values create more stretching), `roughnessNode` to control sharpness (higher values blur the highlight), and `anisotropyRotationNode` to control the direction.
Code Examples
1// 1. Create a physical material
2const anisotropicMaterial = new MeshPhysicalNodeMaterial();
3
4// 2. Enable and set the anisotropy strength (0-1)
5// When this value is > 0, TSL automatically uses transformedBentNormalView internally
6anisotropicMaterial.anisotropyNode = float( 1.0 );