Here Sketchfab is the best accurate reference for this
Anisotropy is the property of being directionally dependent, which implies different properties in different directions.
In computer graphics, this primarily refers to reflections on rough surfaces...
I know seems like anisotropy is not default supported in MeshStandardMaterial. Or it did?
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.
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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!