Well, you pretty much have it already in the first case. The only problem being the numerical instability aroud that singularity on the top. I asked Ondra and it's a known issue.
Yupp, I did'nt know if it was known or not so I just wanted to mention it while it's a beta.
As houska said, you pretty much got it. Using a map for anisotropy works very well, even if you have anisotropy disabled.
However, another thing you could do with (ani. enabled) is to use the layer shader with the base material duplicated and one put in the base and the other in the first layer slot. You only have to rotate the anisotropy on one layer.(see pic)
The rest like bumps etc. should be easier.
Thanks!
I only want the anisotropy in one axis, it looks to me that it's not possible with maps right now on shapes like spheres, or at least I hav'nt figured it out.
In example 1 of my first post there is no map for direction but it has the desired result, the problem is the small area in the top which is left with no anisotropy at all.
One workaround for that area is to make a really small tip where the singularity is located and the faulty area will be gone. (See attachment)
When I add a map for anisotropy on an object lika a sphere I get two singularitys, one per default which I can rotate by changing the axis of the object and one that is controlled by the map, I can change both to the same axis but then the rotation isn't correct anymore. A workaround for that is simply to make 3 materials, one for each axis. (The other attachment)
I don't even know if there is a perfect solution for it but I somewhere hope that all anisotropy can be controlled by maps in a single material.
it's a critical feature for me so I just had to bring it up, maybe it works or maybe it could be fixed in the future if it's not. Otherwise I can live with the workarounds :)