Metallic
glTF: pbrMetallicRoughness.metallicFactor · pbrMetallicRoughness.metallicRoughnessTexture (blue channel)
Metallic controls whether a surface behaves as a metal or a dielectric. In glTF it is stored in the blue channel of the shared metallicRoughnessTexture. It is a non-color (linear) workflow.
| Shader | Scalar attribute | Texture attribute | Notes |
|---|---|---|---|
standardSurface, aiStandardSurface |
metalness |
metalness |
|
openPBRSurface |
baseMetalness |
baseMetalness |
Different attribute name from metalness |
StingrayPBS |
metallic |
TEX_metallic_map + use_metallic_map |
Repacked into the blue channel on export |
Factor only
Set the metallic attribute directly on the shader.
standardSurface,aiStandardSurface: setmetalness.openPBRSurface: setbaseMetalness.StingrayPBS: setmetallic.
Exports as metallicFactor.
Texture only
Color space: Raw
standardSurface · aiStandardSurface:
aiImage.outColorB → shader.metalness
file.outColorB → shader.metalness
openPBRSurface:
aiImage.outColorB → shader.baseMetalness
file.outColorB → shader.baseMetalness
StingrayPBS:
file.outColor → shader.TEX_metallic_map (enable use_metallic_map)
Metallic is packed into the blue channel of metallicRoughnessTexture on export. Use a grayscale source image for the most reliable result.
Factor + texture
glTF computes: metallicFactor × metallicTexture
- Connect the texture into
multiplyDivide.input1X. - Set the metallic multiplier in
multiplyDivide.input2X. - Connect
multiplyDivide.outputX→shader.metalness/baseMetalness/metallic.
standardSurface · aiStandardSurface:
texture.outColorB → multiplyDivide.input1X → shader.metalness
openPBRSurface:
texture.outColorB → multiplyDivide.input1X → shader.baseMetalness
The multiplier exports as metallicFactor.
Packed ORM / MR map
The preferred glTF layout when roughness, metallic, and AO share one texture:
| Channel | Data |
|---|---|
| R | Occlusion |
| G | Roughness |
| B | Metallic |
texture.outColorR → shader.gltfAO
texture.outColorG → shader.specularRoughness
texture.outColorB → shader.metalness (standardSurface · aiStandardSurface)
texture.outColorB → shader.baseMetalness (openPBRSurface)
Separate grayscale maps are also supported — the exporter repacks them into a combined MR or ORM texture. All repacked maps must share the same dimensions.
UV transform
file nodes: set repeat, wrap, mirror, offset, and rotation on the connected place2dTexture.
aiImage nodes: wrap, scale, and offset export natively; rotation requires a place2dTexture.
UV set: assign via Maya's UV Set Editor or UV Linking — see UV Set Selection for node-type differences.
Notes
- Metallic is a non-color map. Always use
Rawcolor space. - Use grayscale metallic maps for standalone inputs. If the data lives only in one channel of a packed image, follow the packed ORM workflow above.
- If packing into a single image, metallic must be in the blue channel per the glTF spec.
StingrayPBS: useTEX_metallic_mapand set UV transforms on the connectedplace2dTexture.