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I am still kind of new to Blender, and would like a bit of guidance. I've got one of the models done, but I didn't get the texture right. The panel is made of aluminium and then lacquered for the gloss.

This is what I want to achieve: enter image description here enter image description here

This is what I got: enter image description here

I used only the Principled BSDF Shader—pumped up the Clearcoat for that lacquer effect, but it doesn't feel the same as in real life shot.

What part am I missing? Better lighting?

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    $\begingroup$ Be aware, you can pump clearcoat up above 1. Type in, say, 20, and give it some roughness over a more glossy metal base? You should certainly be previewing in a suitable HDR environment. $\endgroup$ – Robin Betts Jan 28 at 21:41
  • $\begingroup$ Yes, definitely use an HDRi for fine tuning shiny materials. Also, the aluminum may be slightly anisotropic. $\endgroup$ – HISEROD Jan 29 at 3:59
  • $\begingroup$ @RobinBetts wow, thank you for that tip, I will experiment with it and report back. Also, more glossy metal base—did you mean less rough base? Since it's metallic, doesn't that make it glossy? Just want to clarify. =) $\endgroup$ – Delicious Bacon Jan 30 at 8:23
  • $\begingroup$ @HISEROD good point on anisotropic. I added some of it later, but it would distort at the center point of the mass—it would look like a spiral galaxy of sorts, with obvious center point. How would you modify it so it looks more natural? $\endgroup$ – Delicious Bacon Jan 30 at 8:23
  • $\begingroup$ @DeliciousBacon You can use UV's for the tangent docs.blender.org/manual/en/2.91/render/shader_nodes/input/… $\endgroup$ – HISEROD Jan 30 at 20:04
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Maybe just something along these lines?

enter image description here

enter image description here

But perhaps including, as @moonboots has suggested, some small-scale noise in the clearcoat Normal.

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  • $\begingroup$ @Delicious Bacon .. (My understanding only) .. Metalness affects color contributions, not roughness .. it removes the diffuse contribution of the base color, and uses that instead to tint an entirely specular color, reflected from the environment. Roughness simulates microfacets, telling us which bits of the environment to reflect, from directions more or less scattered around the normal. But .. oops, I should have taken a harder look a the the effect of IOR, especially on the contrast between direct and raking angles. Check that out. $\endgroup$ – Robin Betts Jan 30 at 8:41
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It doesn't look much more complicated than a metallic material. Maybe you need to use a bit of Noise into the Roughness value to make it look more natural (a mix of grains and bigger spots. If you want to give it anisotropic, as it doesn't work in Eevee, just stretch the small Noise on one axis):

enter image description here

enter image description here

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