While experimenting with the 4.11 Hair Shading Model for NeoFur, I found it used Tangents instead of Normals. I knew that there was some type of anisotropic approximation, so i decided to try and use some anisotropic tangent maps and make some anisotropic metals.
https://dl.dropboxusercontent.com/u/80352/neo_forum_posts/aniso_breakdown.jpg
https://dl.dropboxusercontent.com/u/80352/neo_forum_posts/aniso_example.jpg
https://dl.dropboxusercontent.com/u/80352/neo_forum_posts/aniso_metal.jpg
https://dl.dropboxusercontent.com/u/80352/neo_forum_posts/aniso_tangents.jpg
Pretty cool to play with, and I imagine some people will find this very useful. Perhaps there is more to it than I understand? Perhaps this is a bad idea for some reason? I’m not certain, but it seems cool so I wanted to share!
(PS: If you are looking for anisotropic tangents…just google for them, there are a bunch out there!)