I can see in the image they are using a sinewave texture, this for me you need a uv on the proper way but if you have any obejct will not work so well. As you can see the little wood mannequin on C4D is not looking like dust because is always from the top like "snow"
May advise is mix the gold shader (glossy ) and a middle gray diffuse and in amount of mix shader use a color correction node and this one plug a falloff node change the mode to "Normal vs. vector 180deg" this give you a mask based on the y axis of any object. the play with the settings "Falloff skew factor" and use the color correction to contrast the mask to get sharper transictions...
You can add a float texture at the brightness on the colorcorrection node to drive the dust so is not flat
use a triplannar so is no UV need
here a setup: