Procedural Brushed Metal Shader (HELP)

Since the arrival of 4D generators, I’ve updated it to support UV -> Seamless U using 3D generator and UV -> Seamless UV using 4D generator. So that flip&mix approach is no longer needed. Note that this uses UV direction and spacing to drive the generator, and UV direction to drive the tangents. Therefore you can’t make “proper topology” cylinders, but have to collapse to center like we used to make cylinders. Which is perfectly fine for my needs, so I never bothered trying to bake tangent maps and blend in different approaches. Attached is a teapot with seamless cylindrical generator to drive rotation, you may want to let it drive color, roughness, bump or whatever. It’s slightly off, I think it’s seamless for even numbers only, I forgot to fix that.
anisotest_cyclesonly.blend (988.9 KB)

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