Hello again! So many questions...
I've been playing around with the shaders in the package and once again it's awesome
Just wanted to know if anyone has come up with a node based solution to anisotropy? My vector and math knowledge is somewhat limited here. Just wondering if we can produce anisotropic reflections using stock nodes in amplify? To create brushed metal effects, or in my case, a hair shader. The math is well documented, and there is even a free Unity shader here:
https://github.com/Kink3d/AnisotropicStandardShader
But since I will be layering a few specs, translucency, pixel depth offset, etc into my custom shader, I was hoping someone could show me how to build anisotropic reflections in amplify? I'd rather stick to a node based solution here to give me more control.
Any help would be once again really appreciated.
Thanks!
Matt