Design Nomenclature / Surface & Material

Roughness

Also called roughness map, microfacet roughness, alpha roughness

This entry has not been translated yet and is shown in English.

The statistical spread of microfacet normals across a surface, controlling how tightly reflected light clusters around the mirror direction. Low values concentrate energy into a small bright highlight; high values spread the same energy into a broad dim one. It is a distribution width, not a quantity of reflection.

Three reflectance lobes overlaid on one polar plot, all anchored on the mirror direction of a ray arriving at forty-five degrees: a tall narrow spike at roughness 0.1, a shorter blunter lobe at 0.4, and a low rounded mound at 0.8. As the distribution widens its peak drops, which is the point — the same light is being spread, not dimmed. The legend gives each one's roughness and the cosine exponent it works out to, from 798 down to 1.6, and the plotted function is printed beneath.

In practice

Most authoring tools expose a perceptual roughness that gets squared before it reaches the shader, so the slider is not linear in the thing it names.

Not to be confused with

How this term connects

Abrasive blastingAbrasive finishingAnisotropyBead-blasted finishBump mapDiffuse mapEnergy conservationGlossGlossinessGrit progressionMatteMetalnessMicrofacetORM packingShaderSpecularSpecular highlightToothRoughness
Related Confused with