The 3D Handbook
Key term

Roughness map

A greyscale texture that says how smooth or rough a surface is at a scale too small to model; black is mirror-smooth, white fully matte. It often carries most of the wear and surface variation in a PBR material.

materialstexturingpbr

A roughness map is a greyscale texture that tells the shader how rough or smooth each point of a surface is. Epic: "The Roughness input controls how rough or smooth a Material's surface is"; 0 gives a mirror-like reflection and 1 a matte, diffuse look (Unreal Engine documentation: Physically Based Materials in Unreal Engine). In the texture, black is smooth and white is rough (Adobe Substance 3D: The PBR Guide – Part 2).

Five orange spheres from glossy to matte.
Roughness 0, 0.25, 0.5, 0.75 and 1 on the same base colour. The sharp reflections blur and spread until they disappear.Rendered in Blender 5.2 (Cycles) by the handbook author

#What it represents

Roughness describes microfacets, surface detail far smaller than a pixel. Adobe calls it "sub-texel geometric detail" (Adobe Substance 3D: The PBR Guide – Part 1). When the tiny facets are aligned, light reflects in one direction and the highlight is sharp; when they are scattered, the reflection spreads and blurs (Marmoset: Basic Theory of Physically-Based Rendering). Because of energy conservation, a wider highlight is also dimmer. See physically based rendering for the microfacet diagram.

Five small surfaces side by side with one grey incoming light ray each. At roughness 0 there is one orange reflected ray. At 0.25, 0.5, 0.75 and 1 the reflected rays fan out wider and shorter. Below each surface is a grey swatch from black (value 0) through 64, 128 and 191 to white (255).
The same light at five roughness values. Higher values spread the reflection wider and make it weaker. Map values are 8-bit linear.Diagram by the handbook author

#Why it matters

Adobe calls roughness "the most creative map" (Adobe Substance 3D: The PBR Guide – Part 2), and in environment art it often carries most of a surface's character. Fingerprints on glass, a worn path through a polished floor, oil on concrete, rain on a street: none of these change colour much, but all of them change roughness.

Epic chose roughness over gloss for Unreal 4 because it is "very clear in its meaning, whereas gloss always needs explaining" (Karis 2013).

#Roughness, gloss and smoothness

These are the same property with the scale flipped:

Converting between them is a simple invert (1 − value). Forgetting to invert is a common export mistake.

#Example

#Common mistakes

  • A flat roughness value. A single number for the whole material looks like plastic. Even subtle noise helps.
  • Painting roughness from the base colour. Dark paint is not automatically shinier; roughness and colour are separate properties.
  • Imported as sRGB. Roughness is linear data (Adobe Substance 3D: The PBR Guide – Part 2); in sRGB every mid value shifts.
  • Forgetting to invert between gloss/smoothness and roughness.
  • Ignoring specular aliasing. Fine normal detail on a smooth surface sparkles at a distance. Godot can filter roughness from the normal map on import, which "can help decrease specular aliasing slightly" (Godot documentation: Importing images).
  • Using Specular = 0 to get a matte look. Epic: use high roughness instead (Unreal Engine documentation: Physically Based Materials in Unreal Engine).

#In different tools

physically based rendering · texture maps explained · metallic map · base colour (albedo) map · channel packing · normal map

#Further reading and watching

References

  1. Epic Games · Physically Based Materials in Unreal Engine · Unreal Engine documentation · docs · accessed 2026-10-21
  2. Allegorithmic · The PBR Guide – Part 2 · Adobe Substance 3D (Adobe Learn) · article · accessed 2026-10-21
  3. Allegorithmic · The PBR Guide – Part 1 · Adobe Substance 3D (Adobe Learn) · article · accessed 2026-10-21
  4. Jeff Russell · Basic Theory of Physically-Based Rendering · Marmoset, 2015 · article · accessed 2026-10-21
  5. Brian Karis · Real Shading in Unreal Engine 4 (course notes) · SIGGRAPH 2013 course: Physically Based Shading in Theory and Practice, 2013 · paper · accessed 2026-10-21
  6. Unity Technologies · Mask map and detail map (HDRP) · High Definition Render Pipeline manual 17.0 · docs · accessed 2026-10-21
  7. Unity Technologies · Lit shader material Inspector window reference for URP · Unity Manual (6000.2) · docs · accessed 2026-10-21
  8. Sébastien Lagarde (edited by Mike Seymour) · Game environments – Part C: making wet environments · fxguide · article · accessed 2026-10-21
  9. Godot Engine contributors · Importing images (documentation source) · Godot documentation (GitHub) · docs · accessed 2026-10-21
  10. Godot Engine contributors · Standard Material 3D and ORM Material 3D (documentation source) · Godot documentation (GitHub) · docs · accessed 2026-10-21

Last updated 2026-10-22