I wonder if some of the lovely technology used in the Stochastic Flakes shader could possibly be applied to microscopic scratches as well, letting us create much more realistic highlight pings on polished and metal surfaces:
For the moment you could use a suitable normal map, or maybe see if you can find some OSL shaders that can generate the normal map procedurally.
Best regards,
Vlado
I’ve used this tutorial the to get okay results, but it has the same problems that a normal map for flakes does, and none of the benefits of the stochastic shader like color variations and procedural controls. I was mostly just wondering if there’s any chance this could come in the future.






