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Is it possible to get that typical chrome-like angled look using the Shader Editor? I see a lot of tutorials making chrome on all types of surfaces but not on a knob geometry like the one in the following image:

enter image description here

Q: Is there any way to get that chrome-like surface appearance procedurally or should I just use a texture to fake it?

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Easy peasy...that's just Anisotropic glossiness. Just set Anisotropic to 1.0, and then play with the Roughness value to get the look you want. No tutorial needed!

enter image description here

EDIT:

Use a Tangent node to control the axis of the anisotropy:

enter image description here

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  • $\begingroup$ Hi Dale, thanks for your reply. Yours looks way cooler, than what I tried to do. I'm copying your settings, but I'm not getting any angles. just a straight line. What am I doing wrong? (I also changed the render to cycles) ibb.co/mhTdsCw $\endgroup$ – blender breath Feb 27 at 7:50
  • $\begingroup$ Did you UV-Unwrap it? That might be necessary, if I remember correctly.. $\endgroup$ – CShark Feb 27 at 14:40
  • $\begingroup$ hmm, maybe it has to do with the rotation or how you modeled the cylinder? you could try plugging in a Tangent node and see if trying X, Y, or Z gives you the results you want (see the image I added above) $\endgroup$ – Dale Cieslak Feb 27 at 16:10
  • $\begingroup$ you don't need to UV Unwrap or anything. I'm not using Blender 2.8x but I would hope they didn't change the behavior of something so simple. $\endgroup$ – Dale Cieslak Feb 27 at 16:12
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    $\begingroup$ The axis is in object space, and defaults to Z if nothing is plugged in. $\endgroup$ – Robin Betts Feb 27 at 21:43
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If you're using EEVEE, you'll have to fake it.

One way:

enter image description here

.. The 'Tangent' axis is down the axis of the cylinder, in the object's space.

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    $\begingroup$ Using EEVEE certainly does speed up times within an instance, so your solution was on point. Thank you for your reply. $\endgroup$ – blender breath Feb 28 at 11:52

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