Skip to main content

PBR Maps

Learn the differences between Metalness and Specular PBR material workflows, including their distinct texture channels and how switching workflows affects model materials

Written by Elaine

PBR has two main workflow options: Metalness and Specular.

Switching between workflows will change the workflow for ALL materials in the model.

Metalness

The channels specific to Metal/Roughness are Base Color, Metalness, and Specular F0.

  • Base Color: an (s)RGB texture or solid color for reflected color (non-metals a.k.a. 'dielectrics') or reflectance values (metals)

  • Metalness: a linear grayscale texture; black (0.0) for non-metal and white (1.0) for raw metal

  • Specular F0: a linear grayscale texture for Fresnel values (non-metals)

Specular

The channels specific to Specular/Glossiness are Albedo and Specular.

  • Albedo: an (s)RGB texture or solid color, without reflectance values

  • Specular: an (s)RGB texture or solid color for reflectance values (metals, color) and F0 (non-metals, grayscale)

Base Color and Albedo are more or less synonymous. All other channels are common to both workflows.

Did this answer your question?