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Metal materials from a reflectance table

Build a fully metallic Principled material for gold, silver, copper, aluminium, iron, titanium, chromium, nickel, platinum, zinc, brass or cobalt from a table of approximate normal-incidence reflectance values, with roughness variation and optional brushing. Use it for jewellery, hardware and props.

Recorded render of Metal materials from a reflectance table

What this component contains

  • ATTRIBUTION.md
  • LICENSE
  • README.md
  • component.json
  • graphcheck.py
  • material_metal_f0_library.py
  • meshcheck.py
  • preview.png
  • test_material_metal_f0_library.py
  • test_package.py
  • verification/native.json

How it works

Operator
baltor.material_metal_f0_library
Parameters
metal, roughness, roughness_variation, brushed, assign
Result
One metallic material named Baltor and the metal name; assigned to the active object.
Blender
4.2 or later
Axes
Blender Z up, -Y forward
Units
metres

Recorded checks

blender 5.2.1 LTS (hash 9e2066aef7ef built 2026-08-25 02:12:34)

  • addon_install_and_enable
  • operator_runs_with_defaults
  • blender_data_matches_core
  • addon_disable_unregisters
  • script_mode_runs
  • clean_reopen_addon_file
  • clean_reopen_script_file
  • gltf_separate_export
  • engine_output_clean

Limits to consider

The F0 values are approximate linear sRGB reflectances rounded to two decimals; the edge tint of real metals is left to the Principled BSDF's default model, and oxidation, patina and scratches are not included. Brass and similar alloys vary with composition. Brushed anisotropy needs tangents that follow the brushing direction. Rendered here with Cycles CPU only. Verified in Blender 5.2.1; written for the 4.2 API.