# Metallic We can make a 3D object to look like a metal. To do this, we use [metallic](https://docs.rs/bevy/latest/bevy/pbr/struct.StandardMaterial.html#structfield.metallic) of [StandardMaterial](https://docs.rs/bevy/latest/bevy/pbr/struct.StandardMaterial.html). ```rust commands.spawn(PbrBundle { material: materials.add(StandardMaterial { metallic: 1., ..default() }), ..default() }); ``` The value of [metallic](https://docs.rs/bevy/latest/bevy/pbr/struct.StandardMaterial.html#structfield.metallic) is between `0` and `1`. The larger the value, the more the object looks like a metal. In the following example, we have three spheres. From the left to right, their [metallic](https://docs.rs/bevy/latest/bevy/pbr/struct.StandardMaterial.html#structfield.metallic) are `0`, `0.5` and `1` respectively. The full code is as follows: ```rust use bevy::{ app::{App, Startup}, asset::Assets, core_pipeline::core_3d::Camera3dBundle, ecs::system::{Commands, ResMut}, math::Vec3, pbr::{DirectionalLight, DirectionalLightBundle, PbrBundle, StandardMaterial}, render::mesh::{ shape::{Plane, UVSphere}, Mesh, }, transform::components::Transform, utils::default, DefaultPlugins, }; fn main() { App::new() .add_plugins(DefaultPlugins) .add_systems(Startup, setup) .run(); } fn setup( mut commands: Commands, mut meshes: ResMut>, mut materials: ResMut>, ) { commands.spawn(Camera3dBundle { transform: Transform::from_xyz(0., 2., 3.).looking_at(Vec3::new(0., 0.5, 0.), Vec3::Y), ..default() }); // left commands.spawn(PbrBundle { mesh: meshes.add( UVSphere { radius: 0.5, ..default() } .into(), ), material: materials.add(StandardMaterial { metallic: 0., ..default() }), transform: Transform::from_xyz(-1.25, 0.5, 0.), ..default() }); // middle commands.spawn(PbrBundle { mesh: meshes.add( UVSphere { radius: 0.5, ..default() } .into(), ), material: materials.add(StandardMaterial { metallic: 0.5, ..default() }), transform: Transform::from_xyz(0., 0.5, 0.), ..default() }); // right commands.spawn(PbrBundle { mesh: meshes.add( UVSphere { radius: 0.5, ..default() } .into(), ), material: materials.add(StandardMaterial { metallic: 1., ..default() }), transform: Transform::from_xyz(1.25, 0.5, 0.), ..default() }); commands.spawn(PbrBundle { mesh: meshes.add(Plane::from_size(5.).into()), material: materials.add(StandardMaterial::default()), ..default() }); commands.spawn(DirectionalLightBundle { directional_light: DirectionalLight { illuminance: 20000., shadows_enabled: true, ..default() }, transform: Transform::default().looking_to(Vec3::new(-1., -1., -1.), Vec3::Y), ..default() }); } ``` Result: ![Metallic](./pic/metallic.png) :arrow_right: Next: [Perceptual Roughness](./perceptual_roughness.md) :blue_book: Back: [Table of contents](./../README.md)