@Kevin, here is a sample of what you want to do if you only want the radial texture in your anisotropic reflections. Rather than do something to your scene, I set up an isolated scene as an example.
This is how I built the asset. I started in Maya making the disc as a pipe and slicing off the top to use that.
I then UV unwrapped it so that the pipe was straightened out and used the entire 0-1 space.
And finally I scaled the inner vertices to the center. Note I did not collapse them as I need to keep the UVs intact using all of 0-1 space.
I then jumped to Substance Designer to make a quick Anisotropic texture with 1 in R, 0 in G and the anisotropic texture in blue. The first two channels are a direction which multiplied with the tangent space of the mesh and the anisotripic factor so you have control over the direction of the anisotropic stretch.
The reason I wanted to unwrap the asset in this way is because I wanted the UVs to bend the texture rather than needing to do a polar coordinates conversion. As you can see there is little warping at the center of the pipe, so this does a decent job with using some default square textures.
As you can see if you rotate away from a glancing angle, the anisotropic reflection disappears like it should so you aren’t left with the anisotropic detail in your roughness or normal.
Now you could want that detail in your normal if, for example, you were making a material that had been turned and left subtle scratches in the surface. But in the case you don’t want to tie the anisotropy into the base textures, this is the best way to achieve it (from the playground):
pbrMat.anisotropy.isEnabled = true;
pbrMat.anisotropy.texture = anisotropyLevel;
pbrMat.anisotropy.intensity = 0.4;
Of course, depending on your asset, you may need to configure your textures differently depending on how things are UVed, but this should be enough to get you rolling with your implementation. Let me know if you have more questions. Take care!!





