Blender

Blender Material Basics:
Base Color, Roughness,
and Metallic

A Blender coffee cup finished with a ceramic surface (article image)

In the previous article, Blender Modeling Basics: Move, Rotate, Scale, Extrude, and Modifiers, we built the shape of a coffee cup. Now we'll turn that shape into ceramic by giving it a material — Blender's way of describing how a surface looks.

Almost everyone hits the same wall here: you change the color and nothing happens on screen. You haven't done anything wrong — the viewport shading mode is hiding the result. We'll clear that up before anything else.

* This article was verified with Blender 5.2 LTS.

If you built the cup in the previous article, open that file and follow along. If you haven't built it yet, that's fine too. A cube or a sphere works just as well with the same steps.

Adding a material

Before you can set a color or a finish, the object needs a "material."

A material holds everything about how an object's surface looks — its color, its gloss, whether it reads as metal — in one place. Patterns and images are handled by a separate feature called a "texture," which we'll cover in another article. Here we'll stay with what a material alone can do.

  1. Select the cup body
  2. In the Properties panel on the right side of the screen, open the red sphere icon at the very bottom (Material Properties)
  3. Click "New" to add a material
    Opening Material Properties and clicking the New button

Once you add a material, a group of settings called "Principled BSDF" appears automatically. The long list of options may look daunting, but at first these three are all you need.

  • Base Color: the color
  • Roughness: how glossy the surface is
  • Metallic: whether it's metal

Adding color and showing it on screen

Choosing a color with Base Color

Click "Base Color" on the material and a color picker appears. Choose the color of your cup here. This time, let's go with a cream color that suits ceramic.

Choosing a color in the Base Color picker

If nothing shows on screen, switch the shading mode

Sometimes you pick a color and the 3D viewport doesn't change at all. That's because Blender's viewport shading is still set to "Solid." Solid shading is a simplified display that makes shapes easy to check, and it works in a fundamentally different way from Material Preview. With the default settings, the color and finish you set won't show up on screen.

From the four sphere icons at the top right of the viewport, click the third from the left, "Material Preview." You can also switch from the menu that appears when you press Z.

Switching to Material Preview with the shading mode icons at the top right of the screen
Still in Solid shading. The cup looks gray even after changing the color
Solid shading
Switched to Material Preview. The cream color is now visible
Material Preview

If the sides look faceted, use "Shade Smooth"

Once the color is visible, you may notice that the side of the cup looks faceted, as in the image above. That's because a rounded shape is made up of a collection of small flat faces.

In Object Mode, right-click the cup and choose "Shade Smooth" to display the surface smoothly. It doesn't change the shape itself, only how the boundaries between faces are displayed, so feel free to try it. You can apply it the same way to other objects, such as the saucer.

The gloss and reflections we'll cover next are easier to tell apart on a smooth surface, so it's worth setting this first.

"Roughness," which determines gloss

"Roughness" is the setting that adjusts the gloss of a surface. It ranges from 0 to 1: closer to 0 gives a slick, mirror-like finish, and closer to 1 gives a matte one.

  • Roughness 0.1: slick as a mirror
  • Roughness 0.5: a moderately glossy finish
  • Roughness 0.9: a rough, matte finish

In the comparison images below, the Base Color has been set to a dark shade to make the difference easy to see. With a light color such as cream, changing the roughness barely changes the look at all. When you check the effect yourself, try switching to a dark color first.

A cup at roughness 0.1, with a strong gloss and clear reflections of the surroundings
Roughness 0.1
A cup at roughness 0.5, with softened reflections and a mid-level gloss
Roughness 0.5
A cup at roughness 0.9, with diffused reflections and a matte finish
Roughness 0.9

For a ceramic look, setting the roughness to around 0.4 gives a moderate gloss that reads naturally.

A cup set to roughness 0.4, with a ceramic-like gloss

"Metallic," which determines whether it's metal

"Metallic" is the setting that switches between metal and non-metal. 0 is non-metal and 1 is metal. Values in between are rarely used; as a rule, set it to either 0 or 1.

A ceramic cup isn't metal, so we'll leave Metallic at 0. Try setting it to 1 once to see how the surface changes.

A cup at metallic 0, with a ceramic-like surface
Metallic 0 (ceramic)
A cup at metallic 1, with a metal-like surface
Metallic 1 (metal)

You may find that after switching to metal, the reflections are weak and the result looks cheap. That happens because there is little around the object to reflect. How it reads in the end depends a great deal on the brightness of the room and the surroundings.

If the metal surface isn't coming out right, see the supplementary column "Troubleshooting: a quick-reference guide"

Changing the surface of just one part of the cup

Let's leave the cup body as ceramic and make only the handle metallic. Even within a single object, you can set different materials for different faces.

  1. Press Tab to enter Edit Mode
  2. Switch to face select mode (3), hover the mouse cursor over the handle, and press L. The faces of the handle are selected together

    L is the shortcut that selects all "connected mesh" at the mouse cursor's position. The handle isn't connected face-to-face with the cup body, so this one press selects the whole handle. There's no need to click the faces one at a time.

  3. Click "+" in Material Properties to add a material slot
  4. Click "New" to create a second material, then set Metallic to 1 and Roughness to around 0.2
  5. Click "Assign" to apply the new material to only the selected faces
    Selecting the handle faces in Edit Mode and clicking the Assign button
Before assigning. The whole cup has a ceramic surface
Before assigning
After assigning. Only the handle has a metallic surface
After assigning

A checklist for when color and finish don't show up

If you've followed the steps this far and the surface still isn't what you expected, check these four things.

  1. Is the viewport set to Material Preview? In Solid shading, nothing you set on the material shows up
  2. Is the Principled BSDF connected to the Material Output? Check in the Shader Editor that the link between the nodes hasn't come loose
  3. Did you forget to assign? When changing the surface per face, nothing is applied if you forget to press "Assign"
  4. Check the scene lights and world settings In a scene that's extremely dark or extremely bright, differences in the surface are hard to make out

You may also notice that Material Preview and Rendered view look slightly different from each other. That's by design, and you can carry on as you are.

What to do next

Your cup now has both a color and a finish.

If it felt like a lot to take in, these three points are all you really need to create a surface.

  • Choose the color with Base Color
  • Set the gloss with Roughness and whether it's metal with Metallic
  • When nothing shows up, check the viewport shading first

Next, we'll build a glass material and use it to explain "material nodes," the mechanism behind materials themselves. That's also where the checklist item in this article, whether the Principled BSDF is connected to the Material Output, will start to make sense.

Next article: Blender Material Nodes Explained: Building a Glass Material in EEVEE

Frequently asked questions

Q. What is the difference between a material and a texture?

A. A material holds the basic surface settings such as color, gloss, and metallicness. A texture is a feature for applying patterns, like wood grain or the weave of fabric, as an image. A material alone can give you a solid-colored surface, but you need a texture for finer patterns (we'll cover this in another article).

Q. Why doesn't the color show up on screen after I change it?

A. Your viewport is probably still set to Solid. Solid shading is a simplified display for checking shape, and with the default settings the color you set won't appear on screen. Switch to Material Preview using the icons at the top right of the viewport to see what you've set.

Q. I want it to look metallic, but it just looks like gray plastic. Why?

A. Even with Metallic set to 1, weak reflections can look cheap when there is little around the object to reflect. It isn't your settings, it's the surrounding environment, such as lighting and background, changing how it looks.

Q. Can I give one part of an object a different color or finish?

A. Yes. In Edit Mode, select the faces you want to change, add a new material slot, and click Assign. That applies a different material to only the selected faces.

Q. Can I reuse a material I made on another object?

A. Yes. Click the icon next to the New button in the material slot to see a list of the materials you've already created, then pick one to apply the same material to another object.

Q. Why does it look different in Material Preview and Rendered view?

A. Because both the lighting and the drawing method differ. Material Preview uses its own dedicated lighting (an environment light) for checking how a surface looks at a glance, and always draws with EEVEE (a system that calculates images quickly). Rendered view, on the other hand, uses the lights you placed in the scene and whichever system you selected in the render settings (EEVEE or Cycles). The starting conditions differ, so the same material can vary in brightness and reflection. Both are working as intended. Use Rendered view as your reference for the final look.

Q. How do I create a transparent, glass-like surface?

A. Separately from the three settings covered in this article (Base Color, Roughness, and Metallic), you use a setting called Transmission. Glass, however, often won't turn out as transparent as you expect by raising that value alone; it also requires an understanding of the render settings and of how the material itself is put together. For that reason, we'll cover how to make glass in the next article, alongside an explanation of material nodes.

Supplementary columns

Troubleshooting: a quick-reference guide

Surfaces look washed out because of Scene Lights and Scene World

At the top right of the 3D viewport, click the down arrow to the right of the shading mode icons to open the display settings. If "Scene Lights" and "Scene World" are turned on in there, the result differs from how Material Preview is meant to look, and surfaces can appear washed out or dark. To judge the material on its own, try unchecking these.

Too many material slots to keep track of

Repeatedly changing the surface per face can leave you with unused material slots. To remove one you no longer need, select that slot and press the "−" button.

You may also see a number to the right of a material's name. That's a count of how many objects use that material, not a count of faces. Removing a numbered material from this object won't remove the surface from the other objects.

The metal's reflections are weak and it looks cheap

If it doesn't look like metal even with Metallic set to 1, the cause is that there is little in the surroundings to reflect. Changing the background (world) to a brighter environment, or setting an HDRI (an environment image that surrounds the scene), makes metallic reflections easier to achieve.

Going further with surfaces (glass and others)

The main part of this article covered only three settings, Base Color, Roughness, and Metallic, but the Principled BSDF has other settings that shape the surface too. A notable one is "Transmission" — how much light passes through, in other words how transparent glass appears.

Glass, however, often won't turn out as transparent as you expect by raising that value alone; it also requires an understanding of the render settings and of how the material itself is put together. Since that needs a proper explanation of its own, we'll cover how to make glass in the next article, alongside an explanation of material nodes.

Quick reference for common surfaces (approximate)

Surface Base Color Roughness Metallic
Ceramic White to cream Around 0.4 0
Metal (matte) Grays 0.4–0.6 1
Metal (mirror) Grays 0.0–0.1 1
Plastic Any color 0.2–0.3 0