diff --git a/doc/classes/SpatialMaterial.xml b/doc/classes/SpatialMaterial.xml
index 6eeb10b6605..5ead992e9fb 100644
--- a/doc/classes/SpatialMaterial.xml
+++ b/doc/classes/SpatialMaterial.xml
@@ -221,7 +221,7 @@
If [code]true[/code], triplanar mapping is calculated in world space rather than object local space. See also [member uv1_triplanar].
- The reflectivity of the object's surface. The higher the value, the more light is reflected.
+ A high value makes the material appear more like a metal. Non-metals use their albedo as the diffuse color and add diffuse to the specular reflection. With non-metals, the reflection appears on top of the albedo color. Metals use their albedo as a multiplier to the specular reflection and set the diffuse color to black resulting in a tinted reflection. Materials work better when fully metal or fully non-metal, values between [code]0[/code] and [code]1[/code] should only be used for blending between metal and non-metal sections. To alter the amount of reflection use [member roughness].
Sets the size of the specular lobe. The specular lobe is the bright spot that is reflected from light sources.