Documentation
Material processing.roughness
The Roughness node on the VFX Loom graph canvas.
Fig. 1 The Roughness node in its resting, collapsed state on the VFX Loom graph canvas.

Overview

Creates a grayscale roughness material map. Black is smooth; white is rough.

Outputs grayscale RGB where black is smooth and white is rough; source alpha is copied exactly.

Category
Material
Internal ID
processing.roughness
Version
Current audited reference

Inputs

InputTypeRequiredDefaultMeaning
in Image Required — See the overview for the node's documented behavior.

Properties

PropertyTypeDefaultAnimatableRange / optionsEffect
Source Channel Enum Luminance Not declared Luminance · Alpha · Red · Green · Blue Selects the source channel behavior; each option changes the operation described in the overview.
Min Scalar .15 Yes Hard 0..1 Animatable control; changing it over time varies the node response.
Max Scalar .85 Yes Hard 0..1 Animatable control; changing it over time varies the node response.
Contrast Scalar 1 Yes Hard 0..4 · UI range: soft Animatable control; changing it over time varies the node response.
Invert Bool false Not declared — Local control documented by the production node behavior.

Outputs

OutputTypeMeaning
out Image The production node output described by the overview.

Usage

In practice

  • Use Roughness when the graph needs Creates a grayscale roughness material map. Black is smooth; white is rough.
  • Outputs grayscale RGB where black is smooth and white is rough; source alpha is copied exactly.
  • Use it when authoring a surface map or material channel for a selected mesh.

Examples

These examples show Roughness in supplied VFX Loom graph setups. Each graph link opens the corresponding node reference; the explanation below the media is specific to this node's role in that setup.

Material surface maps

A compact Material graph turns procedural noise into colour, roughness, normal, and cavity inputs for Material Output.

VFX Loom Material graph showing procedural coordinate and noise branches feeding Colorize, Roughness, Normal From Height, Cavity / Curvature, Mask, and Material Output.
Fig. 2A Material surface-map graph with a textured 3D preview.

How Roughness contributes

Roughness converts a source image into the grayscale roughness map.

Material maps and masked detail

A Material graph combines procedural colour, mesh-derived curvature and occlusion, roughness, normal detail, and a layered composite.

VFX Loom Material graph showing Noise, Levels, Colorize, Mesh Curvature, Mesh Ambient Occlusion, Blend, Roughness, Normal From Height, Composite, and Material Output.
Fig. 3A second Material graph showing mesh-derived detail and layered map construction on a custom preview mesh.

How Roughness contributes