The 3D Handbook
Key term

Metallic map

A greyscale mask that tells a PBR shader which pixels are metal (white) and which are not (black); it should be almost entirely pure black and white, with grey only for dirt, oxidation and filtered edges.

materialstexturingpbr

A metallic map (metalness map) is a greyscale texture that tells a physically based rendering shader whether each pixel is metal. Adobe: "0.0 (black – 0 sRGB) represents non-metal and 1.0 (white – 255 sRGB) represents raw metal" (Adobe Substance 3D: The PBR Guide – Part 2). It works more like a switch than a slider.

Five spheres: orange plastic, orange metal, copper-like metal, silver-like metal and a half-metallic grey.
Left to right: an orange dielectric (metallic 0); the same colour as a metal (metallic 1); copper-like and silver-like metal colours; and grey at metallic 0.5, an in-between value that real surfaces rarely have.Rendered in Blender 5.2 (Cycles) by the handbook author

#Why it matters

Metals and non-metals reflect light in different ways. Non-metals show diffuse colour with a weak, uncoloured reflection; metals show no diffuse light and a strong, sometimes tinted reflection (Marmoset: Basic Theory of Physically-Based Rendering). Their reflectance straight on differs too: 2–5% for common dielectrics, 50–100% for conductors (Adobe Substance 3D: The PBR Guide – Part 1).

The metallic map switches between these two behaviours, and it also changes what the base colour (albedo) map means: diffuse colour where metallic is 0, reflection colour where it is 1. Epic adopted the parameter for Unreal 4 because it spares artists from needing to understand "dielectric and conductor reflectance, so less room for error" (Karis 2013).

#Black, white and grey values

Epic: "In most cases, you should treat Metallic as a binary property", and for "pure surfaces, such as pure metal, pure stone, pure plastic" use 0 or 1 (Unreal Engine documentation: Physically Based Materials in Unreal Engine). Adobe agrees the map is "often binary: black or white, metal or non-metal" (Adobe Substance 3D: The PBR Guide – Part 2).

Grey values have legitimate uses:

If you do use grey below about 235 sRGB, Adobe advises lowering the raw metal reflectance in the base colour to compensate (Adobe Substance 3D: The PBR Guide – Part 2).

Top, a cross-section of a grey steel plate with a cream paint layer on top, broken by two gaps labelled chip. Below, a strip of square pixels representing the metallic map along the same line; it is black under the paint, white under each chip, with single grey pixels at the chip edges. Dashed orange lines connect the chip edges to the map.
Painted metal. The paint is a non-metal layer, so the map is black there and white only where bare steel shows. Grey appears only at the filtered edges.Diagram by the handbook author

#Example

A photo-sourced painted-metal material made from a rusted bridge. Look at how the exposed metal, the paint and the rust read differently as you move around it.d0ggo, via Sketchfab (CC BY 4.0)

#Common mistakes

#In different tools

physically based rendering · base colour (albedo) map · roughness map · texture maps explained · channel packing

#Further reading and watching

References

  1. Allegorithmic · The PBR Guide – Part 2 · Adobe Substance 3D (Adobe Learn) · article · accessed 2026-10-21
  2. Jeff Russell · Basic Theory of Physically-Based Rendering · Marmoset, 2015 · article · accessed 2026-10-21
  3. Allegorithmic · The PBR Guide – Part 1 · Adobe Substance 3D (Adobe Learn) · article · accessed 2026-10-21
  4. Brian Karis · Real Shading in Unreal Engine 4 (course notes) · SIGGRAPH 2013 course: Physically Based Shading in Theory and Practice, 2013 · paper · accessed 2026-10-21
  5. Epic Games · Physically Based Materials in Unreal Engine · Unreal Engine documentation · docs · accessed 2026-10-21
  6. Polycount forum (daniellooartist, PolyHertz, JedTheKrampus, Scruples, gnoop and others) · Is there a reason NOT to use a metalness workflow in PBR? · Polycount, 2015 · forum · accessed 2026-10-21
  7. Unity Technologies · Mask map and detail map (HDRP) · High Definition Render Pipeline manual 17.0 · docs · accessed 2026-10-21
  8. Unity Technologies · Lit shader material Inspector window reference for URP · Unity Manual (6000.2) · docs · accessed 2026-10-21
  9. Godot Engine contributors · Standard Material 3D and ORM Material 3D (documentation source) · Godot documentation (GitHub) · docs · accessed 2026-10-21

Last updated 2026-10-22