custom bsdf function for PBR?

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I had ported 3delight's architectural shader to VEX, and working fine w/ Mantra's mp renderer.

I try to extend it to be used in PBR. However, the anisotropic implementation in 3delight's shader is the same as mental ray's mia_material, but different than PBR's ashikhmin() model.

Is it possible to write your own bsdf model?
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