MANU
  • Quick Start Guide
  • Learn
    • Manual
      • Installing MANU
      • Welcome Screen
      • Workspace Modes
        • Edit Mode
        • Animation Mode
        • Game Mode
      • Scene Panel
      • Main Toolbar
      • Primitives
      • Collider
      • Lights
      • Speaker
      • Importing 3D Objects
      • Main Character
      • Camera
      • Transforms
      • Materials
        • Texture Maps
          • Difuse/Albedo
          • Alpha
          • Normal
          • Ambient Occlusion
          • Roughness
          • Metalness
          • Emissive
        • Basic
        • Matcap
        • PBR
        • Glass
        • Glow
        • Texture Tiling
        • Texture Offset
        • Cast Shadow
        • Opacity type
          • Opaque
          • Transparency
          • Cutout
      • Physics
        • Static Objects
        • Dynamic Objects
        • Kinematic Objects
        • Ghost Objects
        • Disabling Object's Rigidbody
        • Collider
      • Animation Timeline
      • Triggers
        • On Launch Scene
        • Key
        • Collision
        • Animation
        • State Machine
        • Comparsion
        • Game Flow
        • Trigger
        • Object Enabled
        • Network
      • State Machine
        • State Machine — Example
      • Game Flow
      • Prefabs and Assets
      • Gravity
      • Sky
      • Variables
        • Number
        • Boolean
        • Object
        • Tag
      • Tags
      • Lightmapping
      • Paint Group
      • Export Game & Assets
        • Export Games to MANU Marketplace
        • Export Assets to Marketplace
        • Export Game on Mobile devices
        • Export Game on disk
      • Lightmapping
      • Post Processing
        • Depth of Field (DOF)
        • Chromatic Aberrations
        • Bloom
        • Color Correction
        • Screen Space Ambient Occlusion (SSAO)
        • Screen Space Local Reflections (SSLR)
    • Tutorials
    • Formulas
    • Keyboard shortcuts
  • More
    • FAQ
    • Contact Support
    • Changelog
Powered by GitBook
On this page

Was this helpful?

  1. Learn
  2. Manual
  3. Materials
  4. Texture Maps

Metalness

PreviousRoughnessNextEmissive

Last updated 2 years ago

Was this helpful?

Metalness map defines the areas on the material that behave like a metal and non-metal. The metalness map determines which type of reflection on the material is (dielectric or metallic). Metalness affects the ability of the metal to reflect light, as well as the ability to absorb light that shines on the material.

All objects in the world are divided into dielectrics (insulators) and metals.

Dielectrics (for example, plastic) absorb light partially, and some of the light is reflected. Dielectrics always reflect the same light that is shone on them. Metals do not transmit light, but reflect it, partially or completely. We can see a colored glare, where the light is reflected on the object. This glare has the color of the metal (for example, copper, gold). Dielectrics also reflect light, but in much smaller quantities than metals.