Map generator

Metallic map generator for PBR materials

Classify which pixels are truly metal, keep painted or oxidized areas dielectric, and export metalness with the rest of the material response.

Generate a metallic map

Open PBR technical overview

Reviewed:

Direct answer: Metallic Map Generator

PLAYTEX AI generates a metallic channel inside the PBR Map Generator. In a metalness workflow, bare conductive metal is near white and ordinary dielectric material is near black; broad mid-gray values should be used only when the material mix justifies them. Treat the map as linear data, then export it separately or in the blue channel of an ORM texture.

Bare metal
Near white
Dielectric
Near black
ORM channel
Blue

Why metallic maps make plastic, paint, or rust look wrong

Metalness describes material class, not brightness. Painted metal is usually dielectric at the coating surface even when metal exists underneath.

Common symptoms, likely causes, and recommended fixes
SymptomLikely causeFix
Stone or wood reflects like metalBright albedo pixels were classified as metallic.Set non-conductive materials to black regardless of image brightness.
Painted metal looks like polished chromeThe metal substrate was applied through the intact coating.Keep paint dielectric and reveal metal only at exposed chips or wear.
Metal response looks gamma-shiftedThe scalar map was sampled as sRGB color.Import metalness as linear data.
ORM import swaps material behaviorMetalness is not in the expected blue channel.Confirm R=AO, G=roughness, B=metallic.

Metalness review settings

Conductive metal
White / 1.0
Dielectric
Black / 0.0
Paint and oxide
Usually dielectric
Color space
Linear / NoColorSpace
glTF / ORM
Blue channel
Pair with
Roughness and base color

From source to reviewed handoff

  1. Name the real materials

    Identify bare metal, paint, oxide, dirt, stone, wood, or plastic before generating a mask.

  2. Generate metalness

    Use PLAYTEX AI to create the channel, then correct regions that image brightness classified incorrectly.

  3. Review with roughness

    A correct metalness mask can still look wrong if every metal region has the same roughness.

  4. Export for the target

    Keep a separate master and allow the engine package to place metalness in the expected channel.

Classify common surface regions

Use the visible top layer. The hidden substrate does not make an intact coating metallic.

Classify common surface regions
Surface regionMetalnessWatch for
Bare steel, copper, aluminumWhite or near-white metalnessUse base color for the metal reflectance color
Paint over metalBlack while the coating is intactExpose metal only where paint is removed
Rust or oxideUsually black dielectric responseBlend carefully at partial wear boundaries
Wood, stone, plasticBlackBrightness does not make these metallic

Review before export

  • Classify materials before reading pixel brightness
  • Keep intact coatings dielectric
  • Import the map as linear data
  • Review metalness and roughness together
  • Confirm blue-channel placement in ORM

Metallic Map Generator FAQ

What is a metallic map?

It is a scalar texture that tells a metalness PBR shader which surface regions behave as conductive metal and which behave as dielectric material.

Should a metallic map be black and white?

Most pure material regions are close to black or white. Intermediate values can represent blended coverage or transition pixels, but broad gray guesses often look wrong.

Is rust metallic?

Visible rust and oxide layers are generally treated as dielectric, even though the underlying material is metal.

Where is metallic stored in ORM?

In the blue channel when using the common occlusion-roughness-metallic channel order.