In this tutorial I will show you 3 options for how to break up and add variation into your Roughness channel and textures.
For example, when you are building up your own material or when using existing materials, it'll often be too perfect and lack any roughness variation.
Like this perfectly shined floor:
By knowing how to add Roughness variation, you can go to this:
In this tutorial I will show you 3 options for how to do this:
There are two primary PBR (Physical Based Rendering) texture creation workflows.
Metallic Roughness being the most common PBR workflow method, especially if you are using UE4 or UE5. And this is what this tutorial is focused on.
Roughness and Glossiness texture purpose is exactly the same, to define how rough/dull or how shiny/reflective a surface is.
With one major exception: black and white values are inverted.
Within Metallic Roughness PBR workflow (what we are using): roughness defines how reflective/shiny or how dull/rough the surface is. Roughness texture is grayscale; white to black and everything in between.
You can view Roughness only by using Single Channel view in viewport:
If you are using Specular Glossiness PBR workflow then Glossiness texture works exactly the same as Roughness with exception of black and white values being inverted.
The first option is the simplest one to add Roughness variation.
Here are the steps:
The second option will give you a way to control Roughness variation in its own layer.
The third option is the best one to have Roughness variation that gives you full control.
Take your texturing skills to the next level in this in-depth "Substance Painter Essentials" tutorial course. I will show you how to start using Substance Painter and start texturing environments and props today!
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