I’m using this node scheme (screenshot link below) to create a brushed steel in my object, but I need this brush show horizontally on my object. As my object has a circle mesh, the texure is shown circled following the mesh.
How can I make this texture appear horizontally or vertically in my object?
My mesh is like this (screenshot link below), and the Unwrap is like this (screenshot link below).
The entire issue is that you’re taking generated coordinates on a cap with a dimpled top and then scaling the Z by 100. That creates the circular pattern-- it is the highly scaled Z coordinate on your noise texture, magnifying the concavity of the cap.
If you don’t want it to be circular, use UV coordinates for your noise texture, or don’t scale Z by 100, or use a flat lid.
Note that anisotropy doesn’t work with Eevee, it’s just running a glossy instead. If you want to use it in Cycles, you’ll want to provide a tangent for your anisotropic BSDF. From your reference, I don’t see why you’d want to be using anisotropy anyways.
Attached is how I would approach it. I didn’t include the texture. Tampa Geleia1.blend (270.4 KB)
It’s basically using Generated Z coordinate to split it into two methods:
The ring with its own voronoi and radial z tangent.
The top face with its own voronoi and a hacky color assigned tangent.
I prefer voronoi over noise, as density variation is less obvious in voronoi.