Environment FX Materials - Flowing Lava - Unreal Engine 3

Environment FX Materials - Water - Unreal Engine 3

Anisotropic "Direction" Map Exploration
Anisotropic shaders have been around for some time even in games, though they don't seem to get used as often as it would seem given the amount of shiny metal in any given nex-gen game. I think a major cause of this is the lack of artist tools to properly generate "direction" maps. Compare it to creating normal maps, without the ability to bake from a hi-poly mesh to the in-game mesh, normal maps simply wouldn't be used that often.
the image below shows some examples from various methods of generating these maps and where the ability to bake from one mesh to another is needed.

example of it's use for hair

Using MR's mia_roundcorners
This is an example using mental ray's round corner bump material to create beveled edges in a normal map(forgoes time consuming hi-poly edge beveling)

Better Tri-Planar Texture Projection
This shows how to setup a Maya shading network to get similar results as you'll see with most game engine terrain shaders(regarding the texture projection at least). Also good for quickly baking seamless textures.

Note: This setup hasn't worked since whatever version of Maya was out in 2006.
I've have found a method that works in Maya 2013(probably good thru 2017).
Will update instructions, but the trick is using the perspective cameras worldMatrix instead of samplerInfo.matrixEyeToWorld. Example Scene available here.