Generate binary metallic maps from texture images using saturation and luminance analysis. Adjust the threshold and inversion for accurate metal detection. Real-time 3D preview. All processing happens in your browser.
Click and drag to rotate • Scroll to zoom
Drag and drop any image file: PNG, JPEG, WebP, or BMP. The tool loads your texture map for saturation analysis. Nothing is uploaded to a server.
Adjust the threshold slider to control metal sensitivity. Lower values mark more areas as metal; higher values are more selective. Toggle inversion to swap metal/dielectric regions.
Inspect the metallic map on a 3D sphere with adjustable lighting. Download the binary map as PNG to use in Unity, Unreal Engine, Blender, or any PBR workflow.
The metallic map is generated using saturation and luminance analysis. Here's how the detection works.
The tool analyzes color saturation and luminance to identify areas that are likely metallic (saturated, darker colors) versus dielectric (desaturated, lighter colors). Metals reflect colored light, giving them strong, dark saturation.
Metallic maps are typically binary: white (1.0) for metal, black (0.0) for non-metal. Some workflows use grayscale for blended materials like worn paint revealing metal, but best practice is pure black and white.
In metallic-roughness PBR workflows, the metallic map controls whether surfaces reflect using the texture (metal) or a fixed 4% specular (dielectric). This determines the fundamental look of the material under any lighting condition.
The generated metallic map is applied to a Three.js mesh alongside your texture. Rotate, zoom, and adjust lighting to check which areas reflect as metal before downloading.
Follow this quick workflow to turn any photo or texture texture into a usable metallic map for PBR materials.
Upload a high-resolution photo or texture texture. The saturation algorithm works best on images with clear color differences between metal and non-metal areas. Gold, copper, silver, and steel should have saturated, darker tones; wood, fabric, and plastic should be lighter and less saturated.
For mostly non-metallic scenes (wood, fabric, skin), keep the threshold high (60–80) to only mark the most saturated spots as metal. For images dominated by metal surfaces (coins, machinery, armor), lower the threshold to 30–40 to capture the full metallic area. Use the Invert toggle if your result has the logic reversed.
Check the 3D preview, metal areas should show colored reflections matching the texture, while dielectric areas should show white specular highlights. Rotate the mesh to confirm. When satisfied, download the metallic map as PNG. Pair it with a roughness map for a complete PBR material set.
The Image to Metallic converter is one step in a complete PBR material workflow. Combine it with these free tools.