Procedural brushed metal material (BZ+Neon)

Here’s a method for creating a brushed metal shader in Brazil that can be edited. I used a Fresnel blend in the focus map channel for a Chrome material’s glossy reflection. Then a noise texture was tiled in U within the black color of the Fresnel blend. Adjusting this tile amount and also the IOR of the Fresnel will change the effect. To complete the effect, I applied an instance of the Noise texture to the bump channel of the chrome as well (float a preview of it and then drag and drop with Alt held down). KB)