Hi!
Here is what I came up with.
I tried to apply the same material to different objects, just so see how it looks and behaves. The cube should have different approach as some sides looked weird.
This tutorial was very interesting and easy to understand the principles. However, I think that maybe in my case the texture is bit too strong and big in scale... but I like also the way it look for now.
I`m not sure if I did it right, but I added MIX SHADER after Anisotropic BSDF and mixed it with FRESNEL and I found IOR of 1.080 (some kind of metal). At lease adding Fresnel node, it made visual difference.
The render: https://failiem.lv/f/4te8c7tj7
Gatis
Thanks Omar! I`ll try that for sure...
BTW - what is your oppinion about Fresnel node? Is it good/correct to have it after Anisotropic BSDF?
Very often I get confused with idea of mixing shaders/colors and right order... that`s something that I want to learn more...
Hey Gatis,
You done awesome creating this brushed metal. Top job.
I agree with the scale being to large. I would also add that the surface scratches, anything that is diagonal, be reduced quite a bit in the amount of surface area it covers.
Brushed metal tends to be in one direction, (usually horizontal or vertical, sometimes in a circular pattern). Scratches can be any which way, but do tend to be only here and there.
Overall though I think it looks good, It is not easy creating good materials with shader nodes, it takes quite a bit of knowledge and skill.
That course has a bit of mileage to it, it has timeless knowledge but some things get outdated, for example the Fresnel node. I used to always use it but after it was implemented by default to the Principled Shader, I have never used it again, unless I'm doing some peculiar shader.