As much as I agree that in Octane using bump or normal maps to achieve anisotropy is best, it can avoid some issues with angle discontinuities if done carefully especially if you use 3d procedural textures. However I think the argument that Octane shouldn't have an anisotropic shader because it is physically based is fundamentally flawed as using that argument there should be no roughness setting on glossy or specular shaders either as this is just a way to fake how rough a surface is (even if it is at a microscopic level). The reality is that a lot of anisotropic surfaces have very fine grooves causing this and I think it's perfectly valid for Octane to have this faster 'fake' option for those that would like it.
T.
Anisotropic reflections?
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