The First specular Level is the real specular and the Second specular Level is the one that appear inside the reflection.I also make the Second specular level to be as strong as the First specular layer, but this time I adjust the anisotropy parameter to be higher so thehighlight shape is thinner. The orientation will be changed as well if the effect of the anisotropy doesn't appear correct. ( The orientation is avalue in degrees that can range from -9,999 to 9,999. Default=0.)
The different shapes of specular highlights caused by changing the orientations.Put a scratch or brushed metal map in the specualar map slot for more detail in the material highlights.
2. Low Diffuse level
The nature of a metal is that it has strong specular highlight and reflection but it has a diffuse level scale (in 3ds max) lower than a normal shader (the brightness of the difuse color is less thannormal). If we are creating the stainleess steel with an anisotropic shader, we have to make the anisotropy parameter lower than default. I normally use is around 25 - 70.
3. Motion Blur Reflection
The reflection on stainless steel is very refractive and blurry (for example it looks like a motion blur effect in photoshop). The best reflection map in 3dsmax is to raytrace, but I found no sucheffect in raytrace that is similar to the effect seen on stainless steel. Though we can use "multi resolution adaptive antialiaser blur", and the effect is similar to using a motion blur, it is not quitethe same and it takes a long time to render.Put a motion blur filter on the original environment map. (Note: This effect does not work well on flat surfaces.) An alternate method is to skip almost all the detail in environment map and only recreate the strong illumination of the reflection highlight by creating a new reflection map with a linear gradientramp. As the most obvious reflections on a stainless steel surface are the lines, this gradient ramp map should use the "explicit map channel".