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Reference

PBR metallic-roughness channels, explained

The metallic-roughness workflow is what Unreal and Unity expect and what Substance 3D Painter authors by default. Here is what each channel does, the value ranges that read correctly, and the mistakes that make a material look wrong.

The workflow in one line

Metallic-roughness describes a surface with a base colour plus two scalar controls - how metallic it is and how rough - and a few detail maps. It is compact, engine-friendly and physically grounded, which is why it dominates real-time PBR.

The channels

ChannelRangeWhat it does
Base ColorsRGB colourAlbedo / diffuse colour with no lighting baked in. For metals this is the reflectance tint; for non-metals it is the diffuse colour.
Roughness0-1 (linear)Micro-surface scatter. 0 is a perfect mirror, 1 is fully matte. Most real surfaces live in a mid band and vary across the surface.
Metallic0 or 1Dielectric (0) vs metal (1). Keep it near the extremes - partial values are for transitions like rust eating into bare metal, not a default.
Normaltangent-space RGBFakes surface detail direction without geometry. The bluish map you have seen; do not treat it as a colour.
Height0-1 grayscaleDisplacement / parallax detail. Often feeds the normal and can drive real displacement.
Ambient Occlusion0-1 grayscaleBaked contact shadow in crevices. Multiplied into ambient light, not direct light.
EmissivecolourSelf-illumination - screens, glowing runes, hot metal. Black means no emission.
Opacity0-1Coverage / alpha for cutouts and transparency.

Values that read correctly

Metallic-roughness vs specular-glossiness

The older specular-glossiness workflow splits reflectance into a specular colour map and uses glossiness (the inverse of roughness). Metallic-roughness is leaner and less error-prone, and is the default for real-time engines. Unless a pipeline specifically requires spec-gloss, author metallic-roughness.

Set them all at once

Smart Material Studio sets sensible targets for every one of these channels per theme, shows the values in a live channel table, and lets you override roughness, metallic, normal strength and the base/emissive colours - then bakes matching base maps and writes them into the Painter script.

Design a material now - free

Pick a theme, tune every channel, preview it in 3D, then export the Painter script.

Open the app

FAQ

Should metallic ever be a grey value?

Almost never as a flat value - a surface is metal or dielectric. Partial metallic is only for transition zones, like rust spreading across bare steel, and even then it is a mask between 0 and 1, not a uniform grey.

Why is my normal map showing up as blue?

That is correct - a tangent-space normal map stores direction in RGB and reads as mostly blue-purple. Make sure it is tagged as non-color/linear data, not sRGB, or the lighting will look wrong.

Do I need every channel on every material?

No. Base color, roughness and metallic are the core. Add normal and height for surface detail, AO for contact shadow, and emissive/opacity only where the surface actually needs them.