I’ve noticed that two materials with the same “dark” base color can look very different depending on their metallic value (1 or 0), and I’m trying to understand why, or if it’s a bug or mistake by my part.
The cube on the left (metallic set to 0) looks way brighter/greyish than the cube on the right (metallic set to 1). Both materials have the exact same values other than Metallic: base color is 1d1d1d and roughness is set to 0.4.
Why? Shouldn’t the rougher, non-metallic* material look darker?
Any help to understand this topic is appreciated. Thanks a lot!
The setup is identical, except for the actual map files used. And again, the only difference is in the metallic map exported from Substance (one is flat black, the other flat white).
Hi, I don’t know all the scientific details but what I can tell from experience and basic knowledge is that metallics and dielectrics are very different materials. Metals usually have a lighter albedo value than dielectrics, so indeed a dielectric with a .5 looks bright already but for a metallic, you go around .75 or higher (in most cases). Also common metals use just a bit saturation.
I mean, what you describe is not an issue in Blender, but it’s the difference between dielectrics and metals.
As a rule of thumb:
With non-metallic surfaces, specular color is always the same, no matter the base color.
With metallic surfaces, specular color is multiplied with the base color.
As a result, the specular influence on your right cube is much lower, resulting in a darker cube.
Thanks for the replies, Thomas and Peetie. So this behavior is expected.
I understand dieletric and metallic materials react differently to light, but I wasn’t expecting the non-metallic one (Material A, in this case) to become that much brighter. It’s almost a light grey where the light hits more directly in the first image… I’ll give it a few more tries anyway, taking into account that the non-metallic material may need a darker base color, as you pointed.
An extra question that came up:
I’m using Principled BSDF, plugging in the basic PBR maps as image textures, and leaving the Specular value alone in the node setup (default 0.5). Should I tweak it or just leaving it alone is the correct course of action for a metalness workflow in Blender?
This setup is slightly different, but it shows how the Specular value affects the materials. I always thought I should just leave it at default when setting up materials in Blender.