By default, the Stingray PBS node accepts inputs for six different types of maps:
Your metallic map is a mask that determines the areas of your object that are metallic and the areas that are not. This value should be 0 or 1, with non-metals as 0 and metals as 1. The map value should represent the top layer of the material; therefore, painted metal should not be set to 1 as paint is a non-metal.
This map determines how rough a surface is and thus its reflectivity. A roughness of 0 represents a smooth surface and thus perfect reflection. As you increase the roughness value, the reflection becomes more scattered and more blurry.
In addition, three files are pre-connected for image-based lighting, and their connected file nodes are shared amongst all Stingray PBS nodes in the scene. You can find these connections in the Textures Global section of the Attribute Editor.
In addition to the above Standard preset, two other presets are available that enable you to do the following. Switch to these presets using the Preset Material drop-down list in the Attribute Editor.
Connect these maps in one of two ways:
Using the Attribute Editor
Select the Stingray PBS node.
This creates a file node, and displays its attributes in the Attribute Editor.
Using the Hypershade
In the Hypershade work area, create a File node, and navigate to your texture map. See Create and connect nodes in the Hypershade.
Connect the OutColor output of the File node to the map input attribute of the Stingray PBS node; for example, TEX Color Map.
Enable the corresponding Use * Map attribute (for example, Use Color Map) in the Attribute Editor.