Chrome needs something with contrast to reflect
This is the whole hero. A metal with metalness:1, roughness:0.045 shows you nothing but its environment, so the environment is the material. The first attempt used a bright studio softbox and the knot rendered as glossy white porcelain. The fix was inverting the instinct: a chrome room is mostly dark, cut with a few blazing hard-edged bands. The near-instant dark stop at 0.474 to 0.5 is the horizon, and that hard light/dark edge wrapping the form is what the eye reads as metal. Lime rides just above it, pink just below, so both wrap the silhouette as it spins. Drawn to a 2048x1024 canvas, then run through PMREMGenerator.
// mostly dark, with hard-edged blazing bands. a bright
// softbox here renders the knot as white plastic.
const STOPS = [
[0.115,'#ffffff'], [0.178,'#4a525f'], // band, then drop
[0.400,'#ffffff'], [0.410,'#252a34'],
[0.474,'#05050a'], [0.500,'#030307'], // the horizon
[0.508,'#ffffff'], [0.532,'#b9c1d0'] // glint under it
];
blob(g, 360, 432, 300, 44, '#CCFF00', 1); // lime above
blob(g, 1340, 585, 340, 48, '#FF3D9A', 1); // pink below
const envTex = new THREE.CanvasTexture(makeEnvCanvas());
envTex.mapping = THREE.EquirectangularReflectionMapping;
const pmrem = new THREE.PMREMGenerator(renderer);
scene.environment = pmrem.fromEquirectangular(envTex).texture;