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roughnessmetalnesscontrol

Roughness and metalness control are two fundamental properties in physically based rendering (PBR) used to describe how a material interacts with light. Roughness describes the microfacet surface roughness, determining how sharp or soft reflective highlights appear. Metalness (often called metallic or metalness) indicates whether a surface behaves like a metal or a non-metal (dielectric), which changes how light is reflected and tinted.

In typical PBR workflows, roughness and metalness are provided as grayscale textures or as scalar values. A

Practical usage involves textures or sliders in a material editor. Roughness and metalness maps should be in

roughness
map
uses
values
from
0
(very
smooth,
sharp
highlights)
to
1
(very
rough,
diffuse
reflections).
A
metalness
map
uses
values
from
0
(dielectric)
to
1
(metal),
where
metals
reflect
their
environment
with
strong,
colored
reflections
and
dielectrics
reflect
more
neutrally
and
with
less
intense
coloration.
Combined
with
an
albedo
or
base
color
map,
these
properties
determine
the
overall
appearance:
dielectric
surfaces
use
the
base
color
for
diffuse
reflection
and
have
lower
reflectivity
at
grazing
angles,
while
metals
use
the
base
color
as
the
reflectance
color
and
exhibit
high,
colored
reflections.
linear
space
(for
roughness)
or
as
grayscale
inputs,
with
careful
handling
of
gamma
settings
in
the
rendering
engine.
Common
pitfalls
include
swapping
metallic
and
roughness
channels,
using
incorrect
space
for
textures,
or
neglecting
ambient
occlusion
in
the
final
shading.
When
used
properly,
roughness
and
metalness
controls
enable
realistic
material
variation
with
consistent
lighting
responses
across
lighting
conditions.