Diffuse / Color
Sets the color.
Anisotropic specular material
Creates a 3D material with diffuse color and an anisotropic highlight controlled independently along U and V, plus lighting, shadows, transmittance and Material ID.
Ward is especially useful for surfaces where highlights need a deliberate direction: brushed metal, polished plastic, lacquer and premium 3D typography. Separate Spread U and Spread V values create elongated anisotropic reflections.
Overview
Ward is especially useful for surfaces where highlights need a deliberate direction: brushed metal, polished plastic, lacquer and premium 3D typography. Separate Spread U and Spread V values create elongated anisotropic reflections.
Think of Ward as a painted surface with a highlight that can be stretched in two surface directions. The greater the difference between Spread U and Spread V, the more directional the reflection becomes.
Flow anatomy
The port structure shows how this node fits into a Fusion graph.
Material or texture data applied to the 3D object.
The processed result from this node.
Inspector
Start with these controls before reaching for more complicated workarounds.
Sets the color.
Adjusts the red channel.
Use channel-specific controls when the operation should not affect all components equally.
Adjusts the green channel.
Use channel-specific controls when the operation should not affect all components equally.
Adjusts the blue channel.
Use channel-specific controls when the operation should not affect all components equally.
Adjusts the alpha channel.
Use channel-specific controls when the operation should not affect all components equally.
Sets the overall opacity of the material or object.
Sets the color.
Adjusts the red channel.
Use channel-specific controls when the operation should not affect all components equally.
Adjusts the green channel.
Use channel-specific controls when the operation should not affect all components equally.
Adjusts the blue channel.
Use channel-specific controls when the operation should not affect all components equally.
Sets the light intensity.
Sets the width of the Ward specular lobe along the surface U direction.
Sets the width of the Ward specular lobe along the surface V direction.
Controls light transmission for transparent or tinted surfaces.
Controls whether the material responds to scene lighting.
Controls whether the object or material receives shadows.
Allows both sides of thin surfaces to be illuminated.
Assigns the Material ID written to the render passes.
Material IDs can be used later to isolate surfaces in compositing.
Provides keyframe controls for animating the related parameter.
Practical setup
Apply Ward to the target 3D geometry.
Set the base Diffuse color.
Tune Specular Intensity under a simple light.
Separate Spread U and Spread V to create anisotropy.
Check the material from multiple camera angles.
Set shadow and Material-ID behavior before final rendering.
Examples
Different U/V spreads create an elongated studio-style reflection.
Moderate specular and directional spread create a controlled premium surface.
Troubleshooting
Production notes
Related nodes