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I don't speak English well, I hope you will understand me. I'm new to Blender and I'm facing a problem. Thank you all for the answers! When I apply the material to my object, the drawing on the upper face deforms. The grinding pattern turns out to be circular. Are there ways to fix this and make the drawing straight?

enter image description here

https://drive.google.com/file/d/1Kzv3I1GJEa-bB55tECPBfMbk0gaaJm0J/view?usp=sharing

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  • $\begingroup$ Hi. Please don't post essential information like links, file downloads or additional details in the comments section where it can be easily missed. Instead edit them into your original post with the Edit button above. Comments are transitory by nature, are hard to index or search for, and may be erased at any moment. $\endgroup$ Commented Jan 23 at 17:36

2 Answers 2

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If you're talking about the Anisotropic deformation put the value at 0 in this Principled BSDF:

enter image description here

As for the brushed metal texture, your material is super complicated, you have the same result with the following setup: (Input) Texture Coordinate (UV output) > Mapping node (squeezed on X) > Noise Texture (put the Scale at 200 or more) > ColorRamp (darken the white needle if you want to make it more reflective) > Principled BSDF (with Metallic at 1):

enter image description here

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  • $\begingroup$ Thanks! Yes, it can be a solution. But I meant the scratch pattern itself. It becomes round on horizontal faces. Are there any ways to fix this? I tried to rotate the axes of a particular face, but it didn't work out. $\endgroup$
    – Данил
    Commented Jan 23 at 15:21
  • $\begingroup$ I found the solution and lost it, but your material is uselessly complicated, I would do something much simpler, just plug a Noise into the Roughness and squeez it, I'm going to edit my answer $\endgroup$
    – moonboots
    Commented Jan 23 at 16:30
  • $\begingroup$ Thank you very much! You've helped me out a lot $\endgroup$
    – Данил
    Commented Jan 23 at 18:38
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if you change the texture coordinates to UV, mute the length node and give some y scale, you get this:

enter image description here

Hopefully this is what you want.

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