anisotropy
Creates a float parameter named `Anisotropy` in the TSL shader to control the stretching of specular highlights, simulating the unique sheen of anisotropic surfaces like brushed metal, hair, or silk.
Core Advantages
Abstracts the highly complex physics of anisotropic lighting models into a single, intuitive parameter ranging from 0 (isotropic) to 1 (fully anisotropic), dramatically simplifying the creation of advanced realistic materials.
Common Uses
Rendering brushed metal surfaces, such as stainless steel kitchenware or electronics casings.
Creating realistic hair or fur for characters, where highlights are linear rather than point-like.
Simulating the light-dependent, flowing sheen of high-end fabrics like silk and velvet.
Adding a finishing touch of stretched highlights to clear-coated surfaces like varnished wood or carbon fiber.
How to adjust
Modify the `material.anisotropy` value in JavaScript (range 0-1). At 0, the highlight is a standard circle. As the value increases, the highlight stretches into an ellipse. At 1, it becomes a sharp, long streak of light, typical of a brushed metal effect.
Code Examples
1// Connect the anisotropy node to the material's anisotropy input
2// Its value is controlled by material.anisotropy in JavaScript
3material.anisotropyNode = anisotropy;