How to apply brushed metal (anisotropy) on MeshStandardMaterial?

Here Sketchfab is the best accurate reference for this

I know seems like anisotropy is not default supported in MeshStandardMaterial. Or it did? :sweat_smile:

But if it’s not I want to have an idea as a starting point about how to extend the MeshStandardMaterial to
make support the anisotropy. :slight_smile:

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This isn’t currently supported in MeshPhysicalMaterial, but would be a nice addition someday. It looks like someone already has an implementation written that could be used (but I’m not sure of the details on how to use it)… GitHub - repalash/gltf_materials_anisotropy: Custom extension with blender addon to support anisotropy factor and anisotropic rotation/direction map in GLTF/GLB

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The code in gltf_materials_anisotropy repo just has the importer for a GLTF exported with anisotropy extension from blender and the shader snippets that are compatible with three.js.
I have not shared the complete js code as it’s part of a much bigger codebase, but I have updated the Readme with the code I am using to patch the mesh physical shader, incase someone want to take a look.

Here’s a demo of it working: Anisotropy Demo

The flow is similar to filament, so you can have a look there on how it works.

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Thanks so much @donmccurdy @repalash
This is insanely useful.

How to export the available anisotropy values after installing the plug-in? Can I use a small video to demonstrate the process? thank!