PhysicallyBasedMaterial.AnisotropyLevel
An object that defines the degree to which an entity reflects light to create stretched or oblong highlights.
Declaration
struct AnisotropyLevelOverview
By default, PBR materials are isotropic; in other words, an entity that uses PhysicallyBasedMaterial reflects light uniformly in all directions, mimicking the behavior of most real-world objects. Some objects, including those with many small parallel striations such as vinyl records, CDs, or straight hair, reflect light more in some directions than others, resulting in stretched or oblong specular highlights, as shown in the following figure.
[Image]
Use this object to specify the anisotropyLevel for a material.
Topics
Creating an anisotropy level object
Accessing anisotropy level values
See Also
Realistic materials
Applying realistic material and lighting effects to entitiesGenerating procedural texturesPhysicallyBasedMaterialPhysicallyBasedMaterial.BaseColorPhysicallyBasedMaterial.RoughnessPhysicallyBasedMaterial.MetallicPhysicallyBasedMaterial.NormalPhysicallyBasedMaterial.BlendingPhysicallyBasedMaterial.AmbientOcclusionPhysicallyBasedMaterial.SpecularPhysicallyBasedMaterial.SheenColorPhysicallyBasedMaterial.ClearcoatPhysicallyBasedMaterial.ClearcoatRoughnessPhysicallyBasedMaterial.AnisotropyAnglePhysicallyBasedMaterial.EmissiveColor