before I begin to code the anisotropic shading of my Lafortune shader, I do some tests with it, for fun
On each render, left is Phong, vs Lafortune on the right…
I’m satisfied with the results As you can see, the Lafortune shader describes the specular highlights, especially at grazing angles, better than Phong. It allows to simulate Fresnel effect, it encompasses the Phong shader (since it’s a generalization of it), can simulate retro-reflection, non-lambertian diffusion, and anisotropy… I’ll explain later how to use it (for those who want, you can check the thread I opened in the development section, and take a look at the original paper. I also posted a patch + a vista build). Before documenting it, I’ll try’n code the anisotropy.
Have fun !