What is a roughness map?
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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 .
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.

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.

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.

From Technical Term to Visual Experience
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View WorkHow Roughness Works in the PBR Shader
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.


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

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
Comparison: Roughness vs. Glossiness
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.
