Hi!
I have a setup for adding these small scratches to my metallic shaders, however I have noticed a small issue when using it.
Here are my image textures:
I am basically using image textures for the scratches. I have a normal map, random value per scratch for the anisotropy strength (between 0 and 1), and I have a map for the anisotropic rotation per scratch.
My issue is that if I take a Glossy BSDF, and a Principled BSDF with the same basic settings, and I connect the same image textures to it, I get completely different results.
Here is my setup:
Based on what I have read so far it seems like these two shaders use different methods internally. And based on my testing it seems like I get much stronger anisotropic results from the Glossy.
Here is the result from the Glossy BSDF:
And here is the result from the Principle BSDF:
Now it seems like this is to do something with how each shader internally deals with the anisotropy, but I am unsure if it is a bug, or if one of them is more accurate in terms of energy conservation or something similar.
I have also made tests where I just use a constant anisotropy value and it seems like if I set the anisotropy to about 0.78 on the Glossy and 1 on the Principled, then I get similar results.
It seems to me like the principled BSDF is perhaps inaccurate? although dont quote me on that, I just prefer the stronger scratches look from the glossy.
I’d also prefer to use the Principled BSDF, because then I can add the thin film layer to the scratches to give them some color, and then I could also use them for materials that are non metallic.
If anyone knows some more info on this, then please do let me know!
Cheers!








