PBR (physically based rendering)
Materials described the way physics does (roughness plus metalness) so surfaces react to light like the real thing, not like plastic.
See it
What it is
PBR describes a surface with a handful of physical properties instead of hand-tuned fudge factors: base color (albedo), metalness (is this metal or not), roughness (how blurry the reflection is), plus usually a normal map and ambient occlusion. The shading math conserves energy, so a surface never reflects more light than it receives. The payoff: the same material looks correct in a sunset, a studio, and a dark room without you touching it. Almost every tool speaks a variant of the same microfacet dialect. glTF's core metallic-roughness model is the compact version: base color, metalness, roughness, normal, occlusion, emissive, and little else. The Disney principled BRDF your modeling app exposes is a bigger animal, with extra lobes and controls (sheen, clearcoat, subsurface, anisotropy) that glTF either leaves out or ships as separate extensions, which is why a principled material does not always survive the export intact.
Reach for it for anything meant to read as a real object: product viewers, configurators, packshots. Rough dielectrics (0.6 roughness, 0 metalness) give plastic and rubber, low roughness with metalness 1 gives chrome, mid roughness with metalness 1 gives brushed aluminum.
Two gotchas that account for most bad-looking PBR. First, metalness is effectively binary: 0 or 1, with in-between values only where paint chips off metal. And for metals, base color is the tint of the reflection, not a diffuse color. Metal needs something to reflect: direct lights do illuminate it, but with no environment map and nothing useful landing on it, a metal renders nearly black. Second, color textures must be tagged sRGB while roughness, metalness, and normal maps are raw linear data. Mix those up and everything goes flat or chalky.
Ask AI for it
Give this object a PBR metallic-roughness material (three.js MeshStandardMaterial or MeshPhysicalMaterial): brushed aluminum, so metalness 1.0, roughness 0.35, base color a neutral light gray as the reflection tint. Load an HDR environment map for image-based lighting (without one the metal has only direct lights to reflect and reads nearly black), tag the color texture as sRGB and leave roughness/metalness/normal textures in linear color space, and set ACES filmic tone mapping so the highlights do not blow out to white.