I have been trying to create a material like in the link. Can anybody help me with that material?
color map and a bump map should get you there.
Adjust the specularity and roughness to get the shine you prefer.
You may need a custom mesh for your object to get the resolution for the bumpmap.
If you can get a halfway good orthogonal photo of this, you could use PixPlant to generate maps.
Nice looking could be to use anisotropy and a map to control the direction at the ‘rotation’ slot. So you can simulate different brush directions without to use a fine bump brush.
I would take a photo of the wanted pattern. Take a coorosponding grey values for the brush directions (A,B) from the 360° grey gradient and fill a pattern with this grey values. This would be the rotation texture for the anisotropy effect.
Additional the color map for the reflection/diffuse color is needed. Maybe you can create it from the photo per highpass filter or build one like JSB Walker did it per special pattern generators.
Or you take a brush texture and arrange the pattern.
There are 2 shading effects that can be used when recreating the micro-bumps/scratches of the material from the reference video - Bump / Normal mapping and Anisotropy.
In theory, a detailed normal or bump map should be sufficient - after all the stretched reflections in the real material are a byproduct of the fine directional scratches.
When rendering, however, the detailed bump texture has to be sampled to the extreme if you want the reflection deformation to be preserved. This is especially true when viewing the surface from a distance, making the use of a bump map alone suboptimal.
This is where the Anisotropy effect comes into play. Its main purpose is to distort blurry material reflections in such a way as if the surface had microscopic directional scratches.
High image sampling is not required for the anisotropy effect to be visible in the rendered image.
The drawback of Anisotropy is that the micro-scratches will not be visible no matter how close to the surface you place the camera.
Combining Anisotropy and Bump / Normal mapping will achieve the aim.
Examples - Left: Bump + Anisotropy; Middle: Bump map; Right: Anisotropy
Use a Bump map or use a Normal map with brushed texture. Set the desired Amount of the Bump.
Use the Advanced Settings button to show the Anisotropy section.
The Anisotropy (-1 to 1) option determines how strong the effect is - how deep the micro-scratches are. The initial brush direction is also determined by the anisotropy value. For brushed effects a value closer to 1 or -1 gives good results - for example 0.8 (or -0.8). Positive values will result in brushing along the U texture space vector, while negative ones along the V.
With the Rotation option the brushed effect can be rotated, so the highlight will change, based on the rotated anisotropy effect. For example, to be rotated on 45 degrees, the value should be set to 0,125 as it is 1/8 from 360 degrees.
For more complicated effects can be used a map. The Derivation option should be set to Map Channel. In this case, could be used a Mix map with Checker texture, where the Top and Bottom colors to be set with Values 0,125 and 0,375 Rendering (RGB), which values will represent the rotation value.
Diffuse and reflection maps can be added to imitate the original material better.
Thank you all, for your kindness and time.