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most materials in 3d are created the same way you start with a diffuse shader give it a texture and then add gloss this sort of material is called dielectric and while probably ninety percent of all materials in the world are created this way the other 10% is metal which is different now metal is unique because it doesnamp;#39;t refract any light meaning that thereamp;#39;s actually no diffuse because true metal is 100 percent gloss now if youamp;#39;ve tried it youamp;#39;ll also probably know that the fog standard glossy shader isnamp;#39;t very interesting so the secret to creating metal that looks realistic and interesting is with the bump and roughness channels because if you take a gloss shader and apply a scratched bond map to it and a smudged roughness map youamp;#39;ve suddenly got a very interesting realistic metal the problem is that these textures are pretty hard to find as most texture sites do offer diffuse maps even for metal which while it was suitable for the spe