I have modelled this smart phone based on Iphone 6 reference images. The rendered image of the back of the phone looks like this:
If I look at real life images of this "Iphone 6 Space Gray" I feel that "my phone" misses some fine grain and a "metal sheen". Like these images
My shader looks like this (like suggested here)
I would like to build a shader that gives a realistic look of the apple iPhone space gray material. I also had a look here ... this shader is based on an anisotropic shader which I feel that should be the way to go. It also has the fine grain ... but I don't think it is the solution (and this is also too complicated for me; I would like to understand it). So .. how to build a realistic shader for this apple material ?
Concerning the proposed solutions: I really like the solution suggested by PGmath. When applying his material to my iPhone this is the result.
As I am intrigued by Physically Based shaders I picked up the suggestion of Paul Brachmann and proposed a PBS based solution using the work of PGmath