It would be handy to have anisotropic specular highlights in a future build, especially for hair and brushed metal rendering.
Hi ,
Thank you for your feedback. We would like to support anisotropic highlights, but it is really expensive if added naively to a deferred shading renderer. To do it well requires supporting forward shading, which is something we plan to do but isn’t on the short term schedule. Hair would require a specialized hair shading model because there’s much more to it than just anisotropy. I have put forward your post to our rendering team for further consideration.
Thank you,
It’s interesting theme.
I explore few real world cases about roughness and specular, and find that almost all roughness types have appropriate anisotropic directions.
Here is few examples from machinery:
http://drivers-blog.ru/wp-content/uploads/2013/05/Honingovanie-tsilindrov-dvigatelya.jpg
http://reduktor.org/m/images/stories/tokarnaya-obrabotka2.jpg
So, I looks like to produce really natural surfaces, we need shader which contains roughness and anisotropic at once.
What Epics think about this?
Anisotropic shading will definitely add something to the Engine, but not a lot.
Hi ,
This is a post from pre-release. I am closing this thread as outdated. Have a great day!