Anisotropic Phong shader is based on the Renderman shader by Peter Stuart Also from the research paper An Anisotropic Phong Light Reflection Model by Michael Ashikhmin and Peter Shirley. The paper presents a BRDF model that combines several advantages of the various empirical models currently in use. In particular, it has intuitive parameters, is anisotropic, conserves energy, is reciprocal, has an appropriate non-Lambertian diffuse term. The shader raytracing can be used to sample the environment to get "one-bounce indirect light" (in the loosest sense). The specular and diffuse portions are sampled separately, and can give a range of effects from blurry reflections to a radiosity-like effect.
Os: Windows - XP - 32Bit / 64Bit
Maya / Mental Ray : 7.0 / 8.0 / 8.5 / 2008 / 2009
-compiled for maya 2009
-ported shader over to mental ray
-compiled for maya 2008
-compiled for maya/mental ray 64Bit
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