you need a response to feel your suggestion has merit or something? Its kinda been discussed in the thread you already mentioned. Would be nice to have.
I was at one of the Shrek3 talks at Siggraph. They developed a nice anisotropic shader for their cloth. The shading guy said that they ended up using it on almost all materials. Especially finished wood looked amazing with different anisotropic directions.
Look here :
I would absolutely LOVE for brushed metal to be the next candidate.
So with what they did there do they need a different BDRF for every piece of wood they are making? I’m not sure how that works, or are they just using one shader with it getting the information from a custom map?
I wonder how this could be used in Max also. I’ve seen some pretty impressive bdrf shaders, but wouldn’t have a clue if I could get them to work in max or how to go about that. I’d love to learn more about that.