Anisotropic brushed metal effect visible in the base of the pot
This short tutorial will show you how to create a realistic steel shader with anisotropic reflections to create a brushed metal effect on the base of a pot. Anisotropic reflections are based on the orientation of small grooves (bumps, fibers or scratches) that exist on a reflective surface. We will achieve this effect using a combination of a radial ramp connected to the anisotropy and a noise texture connected to the bump map attribute.
The Maya scene is available here.
Assign a Standard Surface shader to base of pot
Now we are going to create the steel shader with the brushed metal effect.
Ramp connected to Specular Anisotropy attribute of Standard shader
You may notice faceting appear in specular highlights when using anisotropy. It is possible to remove the faceted appearance by enabling Smooth Tangents in the Arnold attributes of the mesh. Take into account this requires a Subdivision Iteration of at least one in the polymesh to work.
The anisotropic direction is based on the UVs of the mesh you are using. The UVs need to be properly created so that they follow the circular direction of the grooves in world space. This way the ramp is not required and you will get correct anisotropic reflections when the object or camera position changes.
The Anisotropic brushed metal effect should now be visible at the base of the pot. However, it lacks the bumped ridges associated with this effect.
Now we need to create a scratch map and connect it to the bump attribute to achieve a subtle brushed metal effect. We can do this in Photoshop.
That concludes this short tutorial on how to create an anisotropic brushed metal shader.