Fresnelly Reflections.
I couldn't remember the old trick to input a sampler node's facing ratio into a ramp for fresnel relfections. I'm working on a project with a lot of anistropic shaders and in my opinion, the MIA material X is lacking in specular highlight control.
Found the ol' trick over here....
http://forums.cgsociety.org/showthread.php?f=87&t=350691&highlight=fresnel
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