Brushed Metal V-Ray Material - TurboSquid 3D Modeling Resources
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Brushed metals usually have anisotropic highlights, caused by the microscratches in the surface. If the scratches are horizontal, the highlight should be perpendicular, or vertical. Set up the Anisotropy to -0.5 value to achieve this. If you need different scratch directions, try adjusting the Rotation value.
To create good looking scratches, use a bitmap texture in the Reflect and Reflect Gloss slots. Adjust the lightness on both of these maps to get a good reflection amount and gloss level. Many people think they need to use a map like this in the Bump slot, but that is not the ideal way to go about it. The anisotropic effect is already faked, so there is no reason for the bump.
Here is the result:
Increase the anisotropic strength and darken the gloss map to make the material more brushed looking. We’ve found that the range between -0.4 and -0.9 works best.
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