The following descriptions outline the differences in how the shader types react
to light.
Anisotropic
Most of the surface types that you will see in this section typically create rounded specular
highlights that spread evenly across a surface. By contrast, anisotropic surfaces have properties
that differ according to direction. This creates a specular highlight that is uneven
across the surface, changing according to the direction you specify on the surface. The
Anisotropic shader (Figure 7.18) is good for surfaces that are deformed, such as foil
wrappers or hair.
Figure 7.19 shows the Material Editor for an Anisotropic material. Notice the extra
controls for the specular highlights. These allow you to control how the specular will fall
across the surface.
Blinn
This is the default material in 3ds Max because it is a general-purpose, flexible shader.
The Blinn shader (Figure 7.20) creates a smooth surface with some shininess. If you set
the specular color to black, however, this shader will not display a specular and will lose
its shininess, making it perfect for regular dull surfaces, such as paper or an indoor wall.
Figure 7.21 shows the Blinn shader controls in the Material Editor.
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