How does Enscape handle roughness values from glTF models in the Custom Asset Library?

Hi,

I’m preparing assets for the Enscape Custom Asset Library and want to make sure roughness is being interpreted correctly.

When exporting glTF/GLB with PBR materials, each material has both:

  • a roughnessFactor value (typically 0.9–1.0 for fabrics)
  • a metallicRoughnessTexture (PNG, green channel = roughness, blue channel = metallic)

Some tools I’ve tested default to “20% roughness” if they don’t read the map properly. To avoid surprises in Enscape, I’d like to clarify:

  • Does Enscape always read the green channel of the metallicRoughness texture?
  • Is the roughnessFactor applied as a multiplier to the texture values (per the glTF spec)?
  • If the texture is missing, does Enscape rely solely on the scalar roughnessFactor?
  • Are there any known limitations (e.g. ignoring KHR_texture_transform, needing roughness in a separate map, etc.)?

I want to ensure my PBR exports behave consistently when imported to Enscape, especially for materials like fabric where accurate roughness is critical.

Thanks!

I’m sure you can get some more detailed answers from the enscape team- but based on observations :

I think the factor is what you are adjusting in the UI - multiplying the texture data. So 1.0 would be exactly as the texture describes.

I suspect the easiest way to see this is to import your GLTF into the enscape custom asset editor where you can see which parameters have been read :

A quick test with some GLTF JSON

If roughness factor is not specified but a map is present, then it defaults to 1.0 - which makes sense as the roughness texture itself IS what describes the roughness.

If the roughness value is not specified and the texture fails to load OR there isn’t one then it defaults to 1.0 - but is unlocked and adjustable at this point.