Blender 4.3 metallic reflection not realistic

Hi, I have a problem with my lighting in blender 4.3 eevee.

The reflection of material surface is not realistic. Too bright on the inside.

I noticed in eevee that my surfaces metallic material *brushed stainless steel, are really lighting up. Like it has to much ‘bloom’ effect
A bit strange since the stainless steel objects are in half enclosed arreas, so not to much light. Since I only use HDRi, that light must be the one that is reflected.

A higher roughness makes it less metal and more plastic. And a darker color does not make it less shiny enough.

How to get rid of too much bloom from metallic reflection?

blender 4.3
Eevee
used both principle BSDF and new metallic BSDF, same problem.

I haven’t really used 4.3 yet, but wasn’t there a option to set specific metal values?
Maybe look for the values in a online databzse, and try a render with that?

Show what you have, or better yet, share what you have that creates the problem, both for 4.0 and 4.3. Are you talking about rough’ed, brushed, satin, or machine grooved stainless steel? What is the part, the process polish, and overall look? Stainless steel can be many a things.

Only thing that comes to mind is that metallic shader aniso control kind of matches that of Principled rather than Aniso shader. HDRI alone is a bad take, as you want to check how close reflections appear too. In some cases, with semi enclosed portions, try if AO node helps or breaks the visual.

I have done some further testing, and the problem seems to be not the metal material but the lighting in some way. It seems to have to much 'bloom on refection.
Sorry can not share the project file.

can you share a screenshot? I’m not fully clear on what you mean by ‘bloom’

I have simplified my test with a rectangular ‘tube’ so it has sharp edges and is hollow. The material is a principle BSDF with metallic set to 1.0 and roughness to 0.130 What suprises my is the fact that the inside lights up. How can it be this bright inside when there is no light source in there. The inside is even brighter than the outside.

The source light that causes this ‘bloom’, is a ‘studio’ HDRi. Also I inserted a point light to give a litte shadow, but no further increase in ‘bloom’ by the point light.

Maybe post a screenshot that shows your material nodes and lighting setup.

the light setup is really only studio light hdri and point light (but without the point light the problem still exists, so the hdri is cause.

Looks like I have to test some different hdri.

Looks like screen traced reflections falling back to the HDRI when there is a gap in the screen space data.

well indeed the cause was the HDRi for some reason, it did work fine without the 'bloom’in blender 4.1.
Loading the same HDRi was no solution.
So I justed loaded a very similair one, this worked.

You can’t share a square channel profile, camera, lighting, and general settings?

For ‘brushed metal’ you may want to make it look brushed. Something like this:

where the mitered corners against each other show how the reflections stretches perpendicular to the brushing direction. Also, what renderer is being used, and what kind of camera? A brushed stainless steel square channel should look better than the “fixed” solution, so something still isn’t right.