you can do that by using the UV’s as direction for the anisotrophy, i.e. rotate the faces in the uv editor, by using the Tangent node and setting it to “UV Map”. So you probably will have an extra uv map only for the tangent directions besides those for texturing.
Here’s a little example i could quickly come up with (lots of space for improvement…)
sure, it’s just a little fiddly to layout the uv maps and textures in a way so you can’t see seams, but separating the texturing from the anisotrophy direction uv map makes it a bit easier. Here’s some tests on an actual object:
i didn’t pack the environment hdri texture into it, that was only to test the reflections, otherwise i would have had to model an entire scene and light it properly to get the effect. you can get those on the net, for example here: http://www.openfootage.net
Usually those Pots have a separate part on the bottom for better heat transfer, that’s why i modeled it in, but you’re right, it’s more difficult to combine the radial and linear parts without seams. In this case you could just use radial-z tangents anyway (change the tangent node in the top part from UV map to radial), because it’s just a deformed cylinder, but for general parts you’d have to lay out the uv’s somehow, not that trivial.
The bumpmap is quite bad, but couldn’t be bothered to edit it again to make something less repeatable, those kinds of textures are can easily be made in gimp/ps, makind them tilable saves alot of space and makes them reusable for all kinds of projects.
No, this has nothing to do with lights, it’s a simple anisotrophy material, which is unwrapped linearly, then the rotation of the anisotrophy is changed with the b/w image. This does NOT depend on light, like some of the other Materials i’ve seen. it is NOT dependent on generating tangent maps, the only thing that has to match is the image and tangent (from the UV map) direction. This Scene is illuminated by the Background and two Emission Planes by the way.
You can right click the image and open it in a new window/tab, the screenshot was taken fullscreen on a 1920x1200 monitor and I always take care that people can read the nodes. If you realy can’t read it, you can still use ctrl+mousewheel to zoom in further.