The anisotropic effect produces different kinds of reflection. The reflection will change more or less depending on the viweing angle. The least reflection will appear on a suface that is perpendicular to the camera and the most reflection appear on surface that is parallel to the camera. This effect is called the fresnal effect.
1.You can see this effect on most of the anisotropic objects ie. damp/wet road, water surface on swimming pool, polished leather, some kind of metals and etc.
2. Curve/freeform object ie. Cylinder, and sphere and etc.
3.2 Shadow and Light
Falloff "shadow and light" seems far different from the real world reflection. I am not sure if there are any theories about this, but I just use it to accerelate the reflection at the light area and dim down the reflection in the shaodw areas. This will create "subdued mood" in your scene. Imagine the reflection on a black granite floor in a pub. The bright area will be blow the light and will then disappear into the shadows.
3.3. Some examples of complex scene refractions
This is quite off-topic in that doesn't lend itself to our architecural tutorials, but we basically need to know how it works so that we can apply it on our own .
3.3.1 Create water drops on a glass
After a few time tests on the materials, I decided to use raytrace material as the effect is much easier to create than standard material. Also, I found the splash map is the more suitable than cellular as the effect appears clearer. I used blend material for the glass model which contains 2 materials ie. galss material and water material and a splash map for masking.
Someone had asked me how to draw a diamond. Rendering a diamond is not as difficult as what you might think. Just use raytrace material and chnge the transparency to white, IOR=2.417 and facet, that's all. The diamond model and its surface is also important that you need to find a blue print to see how it looks before you draw.
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