Hey all! Gotta make this quick, am already late for an appointment... But just had to get this out to you at last.
So I´ve been working on some shaders in the last two months, most are nigh-complete, but I have some difficulties with all of them. The Ashikhmin-Shirley shader for example doesn´t work quite right. The highlights given by that shader work though, so I decided to just release them as they are. So here they come, anisotropic highlights after the Ashikhmin-Shirley BRDF. Pretty simple - I´ve kept the code in a single level so you can plug it into any Surface Illumination shader-level you like. You´ll have to access the parameters via the advanced mode though. You just enter a highlight color, adjust the strenght of the highlight (called Rs), and pick a value for nu and nv (which are the specular exponents for tangent-u and tangent-v direction). The shader then gives highlights stretched along the respective direction - nu 2 and nv 10000 for example give a thin, hard highlight stretched along the tangent-v direction. It´s not perfect yet, but I hope it will be useful. Happy new year! Martin -- GMX DSL Doppel-Flat ab 19,99 Euro/mtl.! Jetzt mit gratis Handy-Flat! http://portal.gmx.net/de/go/dsl
Ashikhmin-Shirley Highlights v1_0.r3d
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