The Metallic Map functions as a mask that tells the shader which parts of the surface are metal and which are dielectric (non-metal).
Binary Nature
In the PBR Metal/Roughness workflow, the Metallic map is mostly binary:
- White (1.0): Raw Metal (Gold, Silver, Iron). The base color becomes the reflection tint.
- Black (0.0): Non-Metal (Plastic, Wood, Skin). The base color is the diffuse color, and reflections are white (usually at 4%).
Gray values are generally only used for transitions (like slightly corroded metal) or semi-metallic surfaces, but purely gray values are rare in physics.
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