ANISOTROPIC SHADER RECIPE
Here is a mix for creating an Anisotropic shader in Maya and Mental Ray. How good metal looks is very dependant on your lighting so keep that in mind.
CLICK HERE FOR THE DETAILED VERSION OF THIS TUTORIAL
Now we have nice anisotropic highlights but perfectly crisp reflections.
If you want to pick up the exact shader that I am using in my Espresso scene at the top you can Subscribe to Maya Zest and I'll email it to you as a thank you.
Here is a mix for creating an Anisotropic shader in Maya and Mental Ray. How good metal looks is very dependant on your lighting so keep that in mind.
CLICK HERE FOR THE DETAILED VERSION OF THIS TUTORIAL
Create a new Anisotropic Maya node and
apply it to your object.
Now create a quick area light to hit up
our object with. Menus: Create>Lights>Area Light. Position the light above your object.
I'm also just going to put a simple
wood texture on the floor just to give us more
reflections to play with in the scene.
Do a render to see what you are getting.
In your hypershade select your
anisotrpic1 node. In the Attribute Editor under the drop
down Specular Shading DISABLE the
Anisotrpic Reflectivity Checkbox. This will let you
control the level of reflectivity
yourself.
Then make these settings to the
anisotrpic
Reflectivity 0.736
Diffuse setting to 0.132
Spread X to 7.532 and Spread Y to 5.882
Roughness to .7
Fresnel Index to 2.0
Go to render options menu:
Window>Rendering Editors>Render Settings. Then to the
Indirect Lighting Tab at the top of
this you will see Image Based Lighting. Click the
CREATE button next to it. Immediately
an IBL node system will be set up in your scene,
though it may look like nothing
happened.
In the attribute editor it should open
your IBL atributes. click the small folder to
load an HDR file. These can be
downloaded from many free sites online.
Now we have nice anisotropic highlights but perfectly crisp reflections.
In the hypershade create a 2D as
projection NOISE node. Make the following settings
Threshold 0.1
Amplitude 0.140
Ratio 1.0
Requency Ratio 1.744
Next in hypershade select the
place2Dtexture node attached to your noise1 node. In the
attribute editor increase the
"RepeatUV" fields to these values. U is first V second.
U 0.05
V 100
Basically, this just makes streaks. Now
attach it to your Anisotropic shader's
reflections. First in the hypershade
select the anisotropic_noise1 node. In your
attribute editor expand the Mental Ray
drop down. You will see a Mi Reflection blur
attribute.
Now in your hypershade MIDDLE house
click and hold down on the projection1 node. Drag it
over to the attribute editor and
connect it to the Mi Reflection blur attribute.
The connection editor will appears.
Connect OUTALPHA on the left to miReflectionBlur on
the right
Now let's render and see what we are
getting.
To smooth grain of the reflection
select your anisotropic1 node in the hypershade then
in the Attribute Editor expand the
Mental Ray drop down and set the Reflection Rays
setting to 50.
In your Hypershade under Create Maya
Nodes, scroll down to the 3D textures drop down
and create a new Cloud node.
Connect the cloud node to the color
aatribute on your anisotrpic node.
That's it you should have a very good
starting place for anisotropic metals with this
shader.
If you want to pick up the exact shader that I am using in my Espresso scene at the top you can Subscribe to Maya Zest and I'll email it to you as a thank you.