---
title: "PxrSurface - Metallic Workflow"
canonical: "https://rmanwiki-27.pixar.com/space/RU/619741326/PxrSurface%20-%20Metallic%20Workflow"
format: markdown
---
![MetallicWorkflow_Banner.jpg](media://273c54f8-adc6-4993-9676-647f1ec6e98e)

While we don’t use a PBR Metallic workflow at Pixar, it remains a fairly typical workflow among artists, whether you’re using PBR maps from an online material library or texturing software like Substance Painter.  Luckily, RenderMan ships with a handy node called [PxrMetallicWorkflow](https://rmanwiki-27.pixar.com/space/REN27/542224201), which can be easily used with your PBR maps and a PxrSurface.

This lesson will guide you through the process.

The maps used in this lesson were kindly provided by our rendering friends at [Greyscalegorilla](https://greyscalegorilla.com/), and the example used is Copper Corroded Heavy 01

![GSG_CorrodedCopper.jpg](media://ec1ef2fc-82f0-41d6-9668-31e9663dc7b4)

> ℹ️ As the Eagle model doesn’t have any UVs, we’re using a triplanar approach to mapping the textures onto the model via the [PxrMultiTexture ](https://rmanwiki-27.pixar.com/space/REN27/542224293)node
> ℹ️ 
> ℹ️ If your model has UVs, you can use a [PxrTexture ](https://rmanwiki-27.pixar.com/space/REN27/542225070)node instead of the PxrMultiTexture node.

![metallicworkflow_setup.jpg](media://7bee2351-670c-446a-ae3d-72b024bded60)

The setup is as follows:

1. Create a PxrSurface
2. Create a PxrMetallicWorkflow node
3. Connect the *resultdiffuse *from the PxrMetallicWorkflow to the PxrSurface *diffusecolor*
4. Use a PxrTexture for the diffuse map (or in this case a PxrMultiTexture node)
5. Connect the diffuse texture to the *basecolor *input of the PxrMetallicWorkflow node.
6. Load the Metallic texture map.
7. Connect the *resultr* from the metallic map into the *metallic *input of the PxrMetallicWorkflow node.
8. Connect the resultSpecularEdgeRGB from the PxrMetallicWorkflow into the specularEdgeColor of the PxrSurface.
9. Connect the resultSpecularFaceRGB from the PxrMetallicWorkflow into the specularFaceColor of the PxrSurface.
10. Load a Roughness map.
11. Connect the *resultr* from the roughness map into the *specularRoughness *input of the PxrSurface
12. Load your Normal map using a PxrNormalMap node.
13. Connect the *resultN *from the PxrNormalMap node into the *bumpNormal *input of the PxrSurface.
14. Hit Render and bathe in the PBR glory!


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### <span style="color: #4c9aff">Further Refinements</span>

- In the example above, I also used a Houdini Dust HDA called EasyDust from <u>[Timothee Maron](https://timotheemaron.gumroad.com/)</u>
- Use a PxrRemap, PxrThreshold, or PxrSplineMap node to correct the roughness map to your lookdev needs