Metallic
Metallic controls the transition between a dielectric surface, such as plastic, and a conductor, such as bare metal.
Example​
Configure the material​
The following fields update an existing PBR material; see Materials guide.
material.setProps({
pbrMaterial: {
metallicRoughnessValues: [1, 0.3]
}
});
Parameters and textures​
metallicRoughnessValues stores [metallic, roughness], both defaulting to 1. Metallic ranges from 0 for dielectrics to 1 for conductors and is multiplied by the blue channel of the linear metallic-roughness texture. Metals have no ordinary diffuse lobe; their base color controls specular reflection. Intermediate values are useful at boundaries in a texture.
Model integration​
Uniform updates do not add shader features or texture resources. The glTF converter supplies the matching defines and bindings when importing these material inputs.
Related capabilities​
See Textures and UV coordinates for binding names, map enablement, and color handling.