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Glossiness and Roughness

Glossiness and roughness are very similar things. They both directly control how shiny the surface looks.

Glossiness is actually just the inverse of roughness! So they're very interchangeable.

The shader provides options for both a glossiness and roughness values. You can toggle between them by using the 'Use Roughness' checkbox in the Shading tab.

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Only available when using the realistic lighting mode.


General Settings

Glossiness/Roughness Map

Controls how shiny the surface looks.

  • This map is an unpacked grayscale map.
  • Glossiness: Black = no shine, white = full shine.
  • Roughness : Black = full shine, white = no shine.
  • Uses UV0.
  • Only the 'red' channel is used, all other channels will do nothing.
  • Defaults to white (full glossiness/roughness) when not set.
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The map works in tandem with the glossiness/roughness slider. The slider acts as a scale that determines the 'max' value of this map. So if you have a glossiness/roughness map, you likely want to set the slider to 1.

Glossiness/Roughness Slider

Multiplies the value of the gloss/roughness map, acting as a 'max' value. If the gloss/roughness map is fully white, this slider will determine the max value of it.

  • Glossiness: 0 = no shine, 1 = full shine.
  • Roughness: 0 = full shine, 1 = no shine.
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If you have a glossiness/roughness map set, you'll want to set this to 1 as this value is multiplied by the texture map!