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Metallic

Metallic controls the transition between a dielectric surface, such as plastic, and a conductor, such as bare metal.

Example​

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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.

See Textures and UV coordinates for binding names, map enablement, and color handling.