:DOCUMENTATION:
Anisotropic Phong shader is created just like any other Maya shader. Simply go in to the hypershader and find the Anisotropic Phong shader and click. Then apply to an object as you normaly would.
:NOTE:
Keep the samples low while doing test renders, and when finally feel you have your look then bump the samples up. Higher samples will result in higher render times.
Click the Anisotropic Phong shader icon to make one.
:ATTRIBUTE INFORMATION:
:COLOR:
The surface color of the object.

:TRANSPARENCY:
Controls how transparent or opaque the material is. Black means completely opaque (the default), and white means completely transparent.

:AMBIENT COLOR:
Controls how much ambient color to color to add on the object. If there are ambient lights in the scene, then the color and brightness of those lights is used to control how much the ambient color contributes to the final color of the material.

:INCANDESCENCE:
makes a material appear opalescent, as if it were emmitting light itself, such as lava or a phosphorescent moss.

:BUMP MAPPING:
Will make the surface of the object appear to be rough with texture. Object appears to rough but its only happening during render time. Geometry of the Object is not affected.

:DIFFUSE:
controls how much of the light in the scene is reflected from the object. Most materials absorb some of the light falling on them, and scatter the rest.

:SPECULAR U, V:
Controls the specular directions in U and V. Keeping these equal will keep the shader highlight like a normal phong. Having on of these dominate more will cause the shader to be anisotropic

:SPECULAR POWER:
Controls how bright the specular highlight is and how much more the shader becomes reflective and the diffuse lowers.

:REFLECTIVITY:
Controls how much influence of blue will input into the final color. This is also the cool color

:REFLECT SAMPLES:
How many samples to take, higher samples will result in a image with less noise but higher render times
Gooch Attributes