The topics in this section describe the various controls for different kinds of Standard material highlights.
Anisotropic highlights are good for modeling hair, glass, or brushed metal.
The Blinn, Oren-Nayar-Blinn, and Phong shaders all have circular highlights and share the same highlight controls. Blinn and Oren-Nayar-Blinn highlights are somewhat softer and rounder than Phong highlights.
Metal-shaded materials generate their own specular color. Also, the highlight curve for the Metal shader differs in shape from the curve for Blinn Oren-Nayar-Blinn, and Phong highlights.
Multi-layer highlights consist of two layers, each of them anisotropic. The highlights are transparent to each other. Where they overlap, the Multi-Layer shader blends their colors.
Like the Blinn shader, the Translucent shader has circular highlights.