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I'm trying to create a bump map for an anisotropic metal cylinder. An answer on this post shows exactly what I'm trying to accomplish:

enter image description here

However, when I try recreate it, this is my result (I'm using a vector math node--which looks different, but I don't know of any other nodes that have "normalize"):

enter image description here

Can anyone help me figure this out? Cheers!

UPDATE: Thanks for the help! I combined the two answers, added a little flair, and got this: enter image description here enter image description here P.S. For anyone trying to recreate this later: The bump distance is set to 0.0003

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If you just need to create this random circular output, you can actually just plug the gradient node's color output into a noise texture.

Note: Geometry -> Position is based on actual position in the scene, so that may not be what you want to use. I'm using object coordinates here.

enter image description here

You can control where the effect terminates by using a mapping node. By default gradient texture generates a 1m radius sphere. The scale relationship is inversely proportional, so to extend it over an entire axis, you can set that axis to 0.

enter image description here

Increase the scale of the noise texture for finer rings.

enter image description here

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  • $\begingroup$ Thanks for going into so much detail and explaining your reason for using object coords. That clears up the main reason why I couldn't get it to work (the object I was using was not centered at the world origin). I combined your answer with the other and got the exact result I hoped to create. Cheers! $\endgroup$ Dec 30 '20 at 23:47
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    $\begingroup$ Great to hear, fantastic result. $\endgroup$ Dec 30 '20 at 23:48
  • $\begingroup$ Cheers. I couldn't have done it without your help ;) $\endgroup$ Dec 30 '20 at 23:51
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Vector Math>length seems to work well here to accomplish your goal:

enter image description here Click to enlarge

Adding a Math> Multiply node between the length and noise texture will allow you to scale the rings as well as seen below:

enter image description here


Result: enter image description here

You can take this a step further, for a little more control and use Vector Rotate to help here. The Math>Multiply is what will control the size and direction (clockwise/ counter clockwise) of the rings.

The modified setup:

enter image description here Click to enlarge

Here it is in action:

enter image description here

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  • $\begingroup$ Thank you! I tried using length, but I didn't realize the position variable of the geo node was based off relative position in space. This solution (mixed with the other), was exactly what I hoped to create! Cheers :) $\endgroup$ Dec 30 '20 at 23:44
  • $\begingroup$ welcome, for an in depth overview of texture coordinates and how they work in procedural textures have a look at this video it's an old video, but not at all outdated. $\endgroup$
    – Timaroberts
    Dec 30 '20 at 23:46
  • $\begingroup$ Thanks! I'll watch this while I eat lunch :) $\endgroup$ Dec 30 '20 at 23:47

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