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I'm trying to model a textured and anodized aluminum material (think Apple MacBook). I'm using the Principled BSDF node because my end target is a glTF for display in the browser. Whatever I do, when setting metallic to 1, it always comes out black (both in Blender, and when rendering with three.js/WebGL in the browser).

I tried to duplicate some of the examples here, and I get the same result. I believe the issue is something to do with not having the correct light sources or scenes to reflect, but I've tried variations of environment maps and actual scenes with various types of lights, and I never get anything other than solid black/dark grey.

Here's the .blend

metallic material rendering black shader nodes full Blender window

susu
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  • First make sure that you are viewing the object in material preview shading or in rendered preview shading. Don't cut the images so tight. The information to help you is on the interface. – susu Jan 18 '21 at 19:01
  • What color do you expect to see? Can you show your world shader? – Carlo Jan 18 '21 at 19:04
  • @susu The first image I added was a render, but I just added a full window screenshot. – Chase Patterson Jan 18 '21 at 19:14
  • @Carlo Maybe you're on to something, my world surface was just set to a dark grey. Lightening it definitely lightens the model. Still no textures or highlights, though. – Chase Patterson Jan 18 '21 at 19:15
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    I see you tagged this question glTF. Do you need this metal material to be compatible with glTF export? Because that will place some restrictions on the shader graph. – emackey Jan 18 '21 at 20:14

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Enable screen space reflections. Answers vary depending on the render engine you are using, please always specify what you are using

enter image description here

susu
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