When creating metal surfaces, the reflective properties play the largest role for making them look realistic. This is especially true for mirrors and chrome objects, which can be defined using only the Reflectance channel. If the paint is not layered or if no scratches are present, only a single layer will be required. Right-click on the Default Specular layer in the layer list and select Delete Layer. Now click on Add and set Type to GGX in the Reflectance channel’s * Transparency * menu. This will let you create a softer falloff for the intensity of the reflection.
Avoid using a Roughness value of 0% as long as you don’t mind somewhat longer render times. Only a perfectly smooth surface can act as a mirror. Slight irregularities on a surface help make it look more realistic. Therefore we will set the Roughness value to 5%, which will create a strong reflection but will display more distant objects correspondingly blurred.
Leave the Reflection Strength set to 100% and set the Specular Strength value to 20%. This setting’s effect depends on the scene’s lighting and how the surrounding objects are reflected in the surface. This is why the effect of both settings on the illuminated object should definitely be checked. Since our scene already contains light sources and helper objects for the reflections, this check can be made right after the materials have been applied to the objects. What’s still missing is the variation in the reflections in accordance with the viewer’s angle of view. This is what the Layer Fresnel menu is for. Since metal surfaces are conductive surfaces, set Fresnel to Conductor and set Preset to Chromium. If you didn’t already do so at the start, disable the Color channel.
To assign the material to an object, simply drag and drop it onto the respective object in the Viewport or in the Object Manager. In our example, all pertinent objects have already been made Child objects of the Chrome Null object. Remember that a material will automatically be assigned to a Parent object’s Child objects in the Object Manager’s hierarchy, which means that you only have to assign the material to the top object of an object group in the Object Manager.