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GlossaryWhat is a roughness map?

What is a roughness map?

Daniel Schuster
•
Last updated:
June 12, 2026
In this glossary article:
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GlossaryWhat is a roughness map?

What is a roughness map?

Daniel Schuster
•
Last updated:
June 12, 2026

‍Definition of Roughness Map

A roughness map is a grayscale texture used in physically based rendering (PBR) specifies how strongly light is scattered at each point on a surface. In practice, we use this in our surface digitization (material scanning) for premium brands such as Kvadrat or Schramm .

  • Black / low values → smooth, reflective areas
  • White / high values → rough, diffuse areas



The roughness map thus replaces the "specular gloss value" that was commonly used in the past and ensures that materials react consistently in any HDR lighting setup.



Examples of Roughness Maps

Roughness maps determine how much light is scattered or reflected off a surface. The lighter the pixel, the more matte the material appears—the darker the pixel, the shinier it appears. The following examples show how differently the same principle can look:



Bouclé fabric

Light and dark loops alternate—creating a “spotty” roughness gradient. In the render, this results in soft highlights on the nodules and more diffuse areas in between.

Roughness map of a coarsely woven bouclé fabric: irregular loops create varied areas of sheen and matte.
Bouclé fabric in detail: The roughness map makes the loops and knots visible—perfect for soft, woolly upholstery in close-ups and renderings.



Varnished wood

An almost uniformly dark shade of gray indicates that the surface is predominantly smooth and glossy. Microfiber scratches or dust particles appear as slightly lighter specks and subtly refract the light.

Roughness map of painted wood with fine scratches—dark glossy paint, light matte areas for aged reflections.
Varnished wood with patina: Light scratches and dark varnish create vibrant glossy edges and subtle signs of wear in the render.



Fine Linen

Uniform medium gray tones create a silky-matte appearance. The weave structure and yarn direction are preserved without any individual fibers appearing shiny—ideal for high-quality home textiles.

Roughness map of a densely woven fabric: light-colored fiber knots, darker depressions—an ideal microstructure for realistic light scattering.
Dense microfabric: The roughness map highlights every fiber and gives upholstery fabrics an authentically rough appearance. Especially when working with fabric and material surfaces, it’s helpful to check the textures in advance using the Checker for tileable textures.
3D rendering of a bright living room with a brown leather sofa and a view of the surrounding nature through large windows

From Technical Term to Visual Experience

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View Work

How Roughness Works in the PBR Shader

Gray value Microscopic surface Visual effect
0 – 0.25 almost polished Clear reflections, harsh highlights
0.25 – 0.5 finely sanded soft highlights, slight blur
0.5 – 0.75 brushed, matte diffuse reflections, hardly any mirroring
0.75 – 1 sandblasted, as-cast Completely matte; light scatters significantly



Note: Roughness controls only the scattering of reflected light, not the color —that comes from the albedo map. For realistic elevation and relief structures (joints, embossing, deep folds), you’ll also need a displacement map.



Typical Workflow – Roughness in 5Steps‍

1. Check the UV setup

Without a clean UV layout (→ UV mapping), you risk stretching and harsh transitions in the roughness.

UV layout of a seat cushion without overlaps – the basis for clean roughness maps
Clean UVs: Each island is positioned without any overlap—this ensures that your roughness details will map exactly onto the mesh later on.



Seat cushion with a checkered pattern
Seat cushion with UV Check pattern

2. Capture high-poly details

Sculpt or scan scratches or fiber textures; in Substance 3D Painter, you can paint micro-surface details directly as a roughness layer. Adobe Guide

High-poly wireframe of the seat cushion – modeled folds for the roughness map to be created later
High-poly base: Creases and microstructures are applied to the detailed mesh—this information is later transferred to the low-poly geometry as roughness.

3. Roughness Baken

In texture baking (→ Texture Baking), the fine details from the high-poly model are transferred to the low-poly model—providing the perfect foundation for consistent materials.

4. tone value correction & gamma

A roughness map must be saved in linear mode (sRGB off); otherwise, midtones will appear too shiny. Unlike the roughness (linear) map, the Albedo / Base Color Map is imported as sRGB/Color.

5. QA & brand look

Under CI lighting setups in Unreal Engine or Three.js , check: Does the material comply with the brand guidelines? If necessary, slightly adjust the roughness using a curve.



Quick Tips from Real-World Experience

  • Metal vs. dielectric Metals combine Roughness with Metallic-Map, plastic or wood remain at Metallic = 0.
  • Scratch trick Micro scratches look better if you add them in an extra layer as a detail normal map and as a Roughness Mask.
  • Render budget In web viewers, 1024² px is often sufficient; 4 k is better for packshot renderings to avoid banding.



Comparison: Roughness vs. Glossiness

Parameters Value range Inverted? Popular Engines
Roughness 0 (mirror) – 1 (diffuse) no PBR Standard (Unreal, Blender Cycles, V-Ray Next)
Glossiness 0 (diffuse) – 1 (mirror) yes (1 – R) ältere Workflows (3ds Max, Unity < 5)



Tip: If your team is still using Glossiness, simply adjust the texture using Roughness = 1 – Glossiness.



FAQ - Roughness Map



What exactly does a roughness map control?

It determines how much light is scattered at each point on a surface—from reflective to matte. You can find an illustrative graphic in the Spline Guide to Bump and Roughness Maps.



How do I switch from "Glossiness" to "Roughness" in Adobe Dimension?

You can do this using the standard material preset. In the "Material Properties" panel, set Glossiness to 0 and add your roughness map (Adobe Dimension – Standard Materials) under “Roughness.”



How do I export roughness cleanly from 3ds Max?

Use the "Physical Material": Maps > Roughness > Bitmap and set "Use Roughness". Autodesk explains the workflow step by step (3ds Max Roughness Export).



Do I need special UV maps before baking?

Yes. A clean UV atlas prevents stretching; 8-pixel padding prevents bleeding.



Can I create roughness directly during texture baking?

Yes. With high-→low baking, micro-scratches and wear masks can be rendered in the roughness.



Why does my roughness look flatter in the Web Viewer than in the offline render?

Check whether the map was imported as sRGB instead of Linear and whether mip levels are filtering out the midtones. In Three.js, set `texture.encoding = THREE.LinearEncoding`.



Can I stack multiple detail roughness maps?

Yes. Store the base roughness in the RGB channels and blend a tileable micro-roughness as a detail map using a shader—that way, the main texture stays lightweight.



Are there "physically correct" roughness ranges?

Metals typically range from 0 to 0.3, plastics from 0.4 to 0.8, and cast surfaces up to 1.0. These values produce realistic gloss behavior in PBR engines such as Unreal and V-Ray.

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