Map Generators

Roughness Map Generator for PBR Materials

Control how matte, glossy, dry, wet, polished, or worn a surface feels by generating roughness in the same workflow as the rest of the map stack.

Generate Roughness Map

Read PBR Map Guide

Roughness or smoothness outputReflection-response tuningAligned with metallic and AO

Roughness is reviewed with the whole material

Roughness should agree with the base texture, metallic channel, AO, and normal detail instead of acting like a random grayscale layer.

  • Albedo map: Generated brick albedo map preview
  • Normal map: Generated brick normal map preview
  • Roughness map: Generated brick roughness map preview
  • AO map: Generated brick ambient occlusion map preview
  • Height map: Generated brick height map preview
  • Emission map: Generated brick emission map preview
  • Metallic map: Generated brick metallic map preview

Color texture to surface response

The roughness map should explain reflection behavior: sharp, blurred, matte, polished, dusty, or worn.

Input - source texture to Output - roughness response

Roughness tuning panel

Adjust black point, white point, contrast, and output mode before the texture reaches engine lighting.

  • Black point: 0.12
  • White point: 0.88
  • Contrast: 1.25
  • Output mode: Roughness

Export roughness in the format the renderer expects

Some targets want roughness, some workflows think in smoothness, and packed exports need predictable channel behavior.

PLAYTEX packages map intent and target notes, then final material setup still happens in the destination tool.

  • roughness.png
  • metallic.png
  • ao.png
  • normal.png
  • texture_compression_profile.json
  • export_manifest.json

Step 1: Define the material feel

Decide whether the surface should read as dusty, wet, polished, ceramic, painted, worn, or raw.

Step 2: Generate roughness from the source

Use luminance, inversion, contrast, and response controls to derive a useful grayscale map.

Step 3: Check roughness against metallic and AO

The channel should support the material story rather than fighting the other maps.

Step 4: Export with target-aware notes

Keep roughness or smoothness expectations visible in the exported package.

Best-fit use cases

  • Making dry stone, dusty brick, rough plaster, polished ceramic, worn metal, or damp surfaces respond correctly.
  • Preparing roughness maps for Unity, Unreal, Blender, Godot, Three.js, or glTF workflows.
  • Avoiding flat materials that look acceptable in preview but fail under real scene lighting.

Roughness Map Generator targets

  • Unity: Smoothness-aware
  • Unreal: ORM roughness
  • Blender: Roughness input
  • Godot: Roughness texture
  • Three.js: roughnessMap
  • glTF: G=Roughness

What does a roughness map control?

A roughness map controls how sharp or blurry reflections appear across a material. Brighter values usually mean rougher, more matte regions.

Is roughness the same as smoothness?

They are opposite ways of describing surface response. PLAYTEX supports roughness or smoothness output modes so the handoff can match the destination workflow.

Can roughness maps be packed for engines?

Yes. Export packages can include target-aware files and notes, including ORM or metallic-roughness packing when the required maps exist.