Beginner PBR Channels

Understanding Metallic Maps in PBR Workflows

The metallic map answers one fundamental question about every point on your surface: is this metal or not? It sounds simple — and the map itself is just black and white — but understanding what that distinction actually means physically is what separates convincing PBR materials from ones that look slightly off no matter how much you tweak them.

⏱ ~8 min read · 6 sections · Beginner friendly

Section 01

What is the Metallic Map?

The metallic map is a grayscale texture that defines which parts of a surface are made of metal and which are not. It's one half of the PBR Metal/Roughness workflow — the other being the roughness map — and together they give the PBR shader all the information it needs to calculate physically accurate reflectance for any material.

The values are intentionally binary in real-world terms. Black (0.0) means non-metal — dielectrics like plastic, wood, stone, skin, fabric, paint. White (1.0) means pure metal — iron, gold, copper, aluminium, chrome. In practice, most surfaces on any given asset will be fully one or the other, with only transitions between materials sitting in the grey zone.

Metallic Map — Black = Dielectric, White = Metal
Comparison of metallic 0.0 non-metal and metallic 1.0 pure metal spheres
The metallic map is mostly just black and white: Unlike the roughness map which has rich variation across surfaces, metallic maps are usually stark — large black areas for non-metal surfaces, white areas for metal parts. Only material transitions (paint over metal, rust) sit in the grey range.
Section 02

Metals vs Non-Metals — The Physics

The reason PBR makes such a sharp distinction between metals and non-metals is that they interact with light in fundamentally different ways. Understanding the physics — even at a basic level — makes working with the metallic map much more intuitive.

⬛ Non-metals (Dielectrics)

Light partially reflects off the surface and partially passes through into the material. The portion that enters gets scattered and re-emitted as the albedo color. Specular highlights are always white (or very slightly tinted). Both reflection and diffuse color are present simultaneously.

⬜ Metals (Conductors)

Light reflects almost entirely off the surface. Almost nothing passes through into the material. There is no diffuse component — metals have no albedo in the traditional sense. Specular reflections take on the color of the metal itself (gold reflects yellow, copper reflects orange).

This is why in PBR, the albedo map behaves differently depending on the metallic value. For a non-metal, the albedo is the surface's diffuse color. For a metal, the albedo defines the color of the specular reflections — which is why raw iron has a grey albedo, gold has a warm yellow albedo, and copper has an orange-red albedo.

Metal albedo is the reflection color, not a surface color: When you set metallic to 1.0, your albedo map no longer represents a diffuse color — it becomes the tint of your specular reflections. Iron = dark grey albedo. Gold = warm yellow albedo. Chrome = near-white albedo.
Section 03

How the Metallic Value Changes Shading

Setting a surface to metallic changes three distinct things about how it's shaded:

Shading PropertyNon-Metal (Metallic = 0)Metal (Metallic = 1)
Diffuse component Present — light scatters through material and re-emits as albedo color Absent — no light penetrates the surface, no diffuse color
Specular color Always white (or near-white) regardless of albedo color Tinted — takes on the color defined in the albedo map
Specular intensity Low — only 4–8% of light reflects at normal incidence High — 60–100% of light reflects, varies by metal type
Fresnel effect Strong — reflectivity increases dramatically at grazing angles Weaker — already highly reflective at all angles
Appearance in dark Shows albedo color even without specular light Appears near-black without an environment to reflect
Metal in a dark room: A pure metal surface with no environment map will look almost completely black, regardless of its albedo color. This is physically correct — metal has no diffuse component so it only shows what it reflects. If your metal looks black and flat, check that your scene has an environment or light source for it to reflect.
Section 04

Real World Metal Albedo Values

For metals, the albedo map encodes the reflectance color — the tint of the metal's specular reflection. These are the physically measured reflectance colors for common metals. Using values close to these produces the most convincing results in PBR:

Gold
R:255 G:198 B:70
Rough: 0.1–0.3
Copper
R:250 G:128 B:80
Rough: 0.15–0.4
Iron / Steel
R:196 G:196 B:196
Rough: 0.2–0.6
Chrome
R:242 G:242 B:242
Rough: 0.05–0.15
Aluminium
R:212 G:218 B:224
Rough: 0.1–0.5
Silver
R:230 G:224 B:192
Rough: 0.05–0.2
Brass
R:220 G:185 B:95
Rough: 0.2–0.5
Titanium
R:78 G:100 B:118
Rough: 0.3–0.6
Keep metal albedo values bright: The albedo color for metals should always be relatively bright — dark values (below about 50 brightness) will produce metals that look dull and non-physical. Most metals have an albedo value between 150–255 on a 0–255 scale.
Section 05

Common Metallic Map Mistakes

These are the mistakes that most consistently produce non-physical-looking results when working with metallic maps:

Using grey metallic values everywhere

Intermediate metallic values (0.3, 0.5, 0.7) don't correspond to real materials. Real surfaces are either conductors or dielectrics. Use grey only at material transition edges — rust over iron, paint flaking off metal.

Dark albedo on metals

A metal albedo should be bright. A dark grey albedo on a metal produces a dull, lifeless surface. Iron isn't black — it's a medium-bright grey. Use measured values wherever possible.

Colored albedo on non-metals with metallic = 0

This is fine! Non-metals can have any albedo color. The mistake is thinking metallic controls shininess — it doesn't. Use roughness to control shine on non-metals.

Forgetting metallic affects albedo interpretation

Setting metallic to 1.0 on a brightly colored albedo won't produce a colorful metal — it produces an incorrect non-physical material. Metal albedo should match the metal's known reflectance color.

Section 06

Painting Metallic Maps in Practice

Because metallic maps are mostly binary — black or white — painting them is less about subtle gradients and more about precise masking. The most interesting metallic map work happens at transitions between metal and non-metal areas.

Hard surface props

Most mechanical props are a mix of metal components and non-metal elements (rubber grips, plastic covers, painted surfaces). Map metallic precisely to each material region.

Rust and corrosion

Rust is a non-metal. Areas of rust on iron should drop the metallic value to 0 and raise roughness dramatically. This transition — metal to rust — is one of the most visually interesting uses of the metallic map.

Paint over metal

Paint is a non-metal coating. Set metallic to 0 on painted areas. Where paint has chipped away and bare metal shows, raise metallic to 1.0. Curvature maps make this easy to mask.

Mixed material assets

A gun, armor piece, or vehicle is never just one material. Careful metallic masking that distinguishes metal parts from rubber, leather, and plastic creates much more realistic results.

Edge transitions

At the border between a metal and non-metal region, a 2–4 pixel feathered edge on the metallic map prevents harsh, artificial-looking transitions in the final render.

Use curvature as a mask

Baked curvature maps are ideal for driving paint-chip effects on metallic maps. White curvature (convex edges) drives where paint wears through to bare metal underneath.

In Trumble: Paint your metallic map in the Metallic channel of the Texture tool. Use your baked curvature map as a mask to automatically generate paint-chip and edge-wear effects on the metallic channel. The combination of a clean metallic mask with curvature-driven wear is one of the fastest ways to produce convincing worn metal in any PBR workflow.