1. Choose a texture
Use a PNG or JPG with even lighting. Painted shadows and highlights become grayscale variation too, so a softly lit texture usually gives a more useful starting point.
Turn a texture into an editable grayscale roughness map. Set the smooth-to-rough range, inspect the material response, and download an 8-bit PNG. Your image stays in your browser.
Up to 5 MB · 4096 px per side
See Pro file limitsBlack = smooth and sharper reflections. White = rough and broader reflections.
This is a brightness-based starting point. A single photo cannot reveal a material’s true physical roughness; adjust the map under your scene’s lighting. Transparent pixels are exported as opaque grayscale.
Use a PNG or JPG with even lighting. Painted shadows and highlights become grayscale variation too, so a softly lit texture usually gives a more useful starting point.
Use Minimum to keep the smoothest parts from becoming mirror-like. Use Maximum to control the roughest parts. Contrast increases or reduces the variation within that range; Invert swaps the source’s dark and light regions.
Open the 3D preview to inspect how highlights spread across the material. Download the PNG at your source dimensions, then test it under your own scene lighting.
Roughness controls the spread of reflected light, rather than surface height. Dark values produce smoother surfaces with tighter reflections; bright values produce rougher surfaces with broader reflections. The map does not add geometry, determine metalness, or replace a normal map.
In Blender, load the PNG as Non-Color data and connect its Color output to Principled BSDF → Roughness. In Unreal Engine, disable sRGB on the texture and connect it to the material’s Roughness input. These are material values, not display colors. For a workflow expecting smoothness or glossiness, use the inverse of roughness; do not connect the roughness PNG directly to a smoothness input.
Use roughness to control the width of reflections, specular to control reflection intensity in a workflow that accepts a specular map, and normal maps to change apparent surface direction. They describe different properties. Inverting a specular map is not a reliable way to recover true roughness.
You can generate a useful starting map from image brightness, but color, shadows and lighting are mixed in a photo. Review and adjust the result for the material instead of treating it as a physical measurement.
The output is an opaque grayscale, 8-bit PNG: black represents smooth areas and white represents rough areas. It keeps the accepted source image dimensions.
No. Image decoding, roughness generation and PNG export run in your browser. The tool does not upload your source image.
Free supports PNG and JPG files up to 5 MB each; Pro supports up to 50 MB each. Both have a maximum of 4096 pixels per side. PNG export is available for free.