anisotropic mirrow reflections follow similar to anisotropic specular reflections. they are not only blured.
i spent few days with mental ray and blender. i noticed that mayas anisotropic specular shader is not more bullet proofe as blenders. it is smoother but also seems to produce some bad results depending on the mesh. however the mirrow is more realistic in mental ray. when an onject is far away also the reflection is less strong (intensity) and the closer you get the more clear and stronger is the reflection. i was not able to reproduce that with blender. well mental ray has a much better AA. i am not sure if blender uses an adaptive over sampling or just a straight oversampling. but one pass even with 16 samples is just not enough. i was able to produce a fine noise pattern which is smaller than a sceen pixel in mental ray. and that created a much finer fake blured reflection.
Blender’s implementation is even more of a ‘hack’ than yafray, but that is typical blender. Nevertheless, somewhat similar approach, but blender’s method allows any specular shader (as well as diffuse in fact) to be ‘warped’ for anisotropic shading. And like yafray, it is only shading though, no reflection. I suppose you could try the old method of a fine scaled bumpmap texture, possibly scaled in one direction so that it is stretched.
Not that it is of any use to you, but yafray does allow smooth shading without the need for uv coords, though as I explained several times before, it won’t work well for animated deformed meshes.
Of course, if you really want better reflections, then you could of course try other renderers like sunflow or kerkythea etc.
the nice part about is that in deed you can select all specular light models as a possible anisotropic like specular highlight.
I actualy tried out so many bump maps from 500 to 3000 pixels but with blenders limited and static AA i never got the fine results I was looking for.
I used the same maps with mental ray and well of course with higher rendertime I got the fine results. with blender it seems that always a noise point is as big as a screen pixel and no smaller as a screen pixel. as a result the brushed metal bump map also looked rather course than fine.
What is that smooth shading in yafray? i never heared about it. can you explain that a bit?
i got your scene nearly rebuild in blender. spent most of the night for that
give me some more time and you have it all today including layerd shaders materials as in the tutorial. the only thing i cannot rebuild seems to be the anisotropic reflection. i cannot assign a fall off to that in blender. mh but well that should be possible with a fixed alpha map affecting the reflection channel.
Mh my file works fine, I d/l it and opend it.
Well maybe I will save it as a zip.
I tweaked the material a bit more and added a second specular relfection to it. makes it look realy much better. it simulates the also the blured specular better. I took some metal object and brushed them to use the as a reference.