22. Now change how the specularity will differ
with another node. From the Add Node
drop-down menu, add the Anisotropic
shader, as shown in Figure 11.31.
23. With the Anisotropic node, you can
change the way the surface shines when
light hits it. In the properties settings
for the Anisotropic node, set Specularity
to 85%.
24. Connect the Color output from the
Anisotropic shader to the Specular Shading input on the destination node.
Recall that when we applied Specularity using the the Surface Editor, we could
increase and decrease its setting to determine the degree to which a surface exhibited
a hot spot??”a highlight reflecting light source(s) in the scene. In Surface Editor,
all specular hot spots are round, but the Node Editor??™s Anisotropic shader lets you
change the shape of a hot spot.
Note
LightWave v9 Specular shaders include Phong, Cook Torrance, Blinn, and Anisotropic.
These shaders allow you to create brushed metal surfaces and realistic reflective surfaces.
Inside LightWave v9 468
Figure 11.31 Add the Anisotropic
shader to the Node Editor.
Chapter 11 Node-Based Texturing 469
25. Anisotropy U and V are coordinate axes used to specify where the specularity
shines on the surface; set Anisotropy U to 90% and Anisotropy V to 10% to
effectively ???pinch??? the specular hot spot, as shown in Figure 11.
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