Anisotropy on Polished Nickel surface?

I have a Polished Nickel escutcheon on a door. Looking at a physical sample (attached, showing distorted reflection of ceiling track light and phone) the reflectivity and glossy value is basically like that of a mirror, except that the reflection is imperfect. I’d like to add a slightly imperfect “ripple” to the reflection. I’ve tried using Anisotropy (.4, -.4) as well as a map in the slot. I’ve also tried using rotation. Right now, it’s set for Z axis, but X and Y don’t seem to make any difference either. I’m using .99 for RGlossiness, but read somewhere from Lele something about using .99 for RGlossiness and there being no room for Anisotropy to work on the X Y axis… So I’m wondering the best way to add reflective imperfections to the material? I’ve also thought about VRayOveride for the reflection, but can’t seem to figure out how to get that to work either. Also, a blend map doesn’t work either because the imperfections are not with the coating, but with the reflection. Other thoughts to distort the reflection but leave the glossiness alone?

Thanks.

I’d just throw a low intensity noise map into the bump slot and forget about anisotropy.

Not entirely sure if that’s what you’re looking for, but a bit of bump would slightly deform the reflection. Maybe a noise map with the right scale as a bump with a value of 0.5 or 1.

EDIT : Ops dlparisi beat me to it :slight_smile:

@diparisi for the win! (sorry @guillaumelepage) :slight_smile: Now I need to figure out how to keep the EdgesTex map alive, that was in the bump slot. I have it in the black map channel of the noise map. Seems like it’s still working as it should even with the bump set to .3

For that you could simply plug your base material into a VrayBumpMtl node with EdgesTex map as input. You can layer multiple bump maps that way. Hope that helps