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Black (0.0) = Completely smooth → sharp, mirror-like reflections
White (1.0) = Completely rough → dull, scattered reflections
Gray values in between control the transition.
Think of roughness like the "frosted glass" effect—frosted (rough) glass blurs reflections, while clear (smooth) glass reflects like a mirror.
In CS2 (Source 2), specifically...
Source 2 uses a Physically-Based Rendering (PBR) system. The roughness map is a standard part of PBR materials.
You’ll typically define your roughness map in the VMT (Valve Material Type) or through the material editor, like so:
vmt
Copy
Edit
"roughnessMap" "materials/your_path/your_roughness_map"
Or, in the Material Editor UI, you'd plug it into the roughness input slot.
How to Make a Roughness Map
You can make one in Photoshop, GIMP, or any image editor, or generate it using tools like Substance Painter or Materialize. Here's how:
Method 1: Manual Creation (simple)
Start with your base color or a grayscale version of it.
Adjust contrast/levels to highlight where you want shine:
Metal/Polished areas → Dark
Fabric/Wood/Rough concrete → Light
Save the map as a grayscale image (usually PNG or TGA).
Method 2: Use a Tool (recommended)
Materialize (Free tool): Automatically generates PBR maps (including roughness) from your base color or height map.
Substance Painter/Designer: Professional tools that let you paint and preview roughness live.
Tips
Avoid overdoing contrast unless your material needs extreme gloss/roughness.
If using Photoshop: Use the Levels or Curves tools to dial in smoothness zones.
The roughness map should ideally match your normal and color map visually—e.g., a scratch in the normal map should appear slightly smoother or shinier in the roughness map.
Test in-engine to see how light reflects and adjust accordingly.
Example Use Cases
Material Type Roughness Value
Shiny plastic ~0.2 (dark gray)
Matte wood ~0.7 (light gray)
Smooth metal ~0.1
Brushed concrete ~0.6–0.8