Colour Ramp on Specular/Luminance using Cycles

That’s great, moony. Thanks, again.

What at I’m working on now is making two new nodes: 1) a node that allows you to get the position of any object in a scene so that you can freely use it to calculate whatever vectors, etc, you want; and 2) a ‘sample luminance’ node that simply samples the normalized luminance of a given point on surface or even volume in perhaps a variety of spaces (camera, scene, etc). That way it would be possible to map color ramps onto things in a more intuitive and useful way.

As I’m new to Blender, this may be a bit of an effort for me. What fun, though!

Yeah, that’s something similar to my own approach in this post. The problem I’m having is that the anisotropic blurriness shows up everywhere. Currently you can’t have anisotropic stretching without glossy roughness, and you can’t limit its contribution to just the area it effects (I can’t get non reflective where RGB streaks are not showing).

Example render on flickr.