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INTRODUCTION
Hello, in this tutorial I will show you how to create realistic steel shader with anisotropic reflections.
We can observe this effect quite often in real life. Here are some reference photos:



MODELING
First of all let's create model of the pot. Create it's profile using spline, next use loft modifier and move its axis to center and then convert it to editable poly.

Use chamfer and connect to make proper edges.
To view final result add turbosmooth modifier with 2 iterations.

Create top using cylinder, then bevel and extrude center faces to make upper part.

The handle is created with simple box modeling with shell and turbo smooth.




CREATING SHADER
Now we are going to create steel shader. Here are settings for this material. It is quite simple, there is scratch map put in bump slot to achieve subtle brushed metal effect. Use cylindrical uvw mapping on each part of the pot And then convert object to poly.


Now we have to create anisotropic shader for the bottom part.

Anisotropic material settings:


Here are maps used in reflection and normal bump slots:
Get full resolution reflect map
Get full resolution normal map

Very important thing to do is set BRDF to Ward mode. This mode behaves much more physically correct than phong or blinn.

I deleted faces from the bottom and then caped the hole, to make it completely planar surface. Select this face and apply UVW modifier to it, select planar mapping. Check if gradient map from anisotropy rotation is properly placed by displaying it in viewport.

Now just Apply this material to selected bottom face of our pot.
If shader doesn't work you may have to change UV vectors derivation is anisotropy settings. That's all, here is final render with a a little post production in PS:

Here is complete scene with camera and studio setup:

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