Shiny Heavy Metal

Apart from colors, objects in Tabletop Playground have two other properties that alter their appearance: you can define how rough and how metallic they are.

Roughness determines how “shiny” an object is: an object with roughness 0 is perfectly smooth and will sharply reflect surrounding light. On the other hand, an object with roughness 1 scatters incoming light so you don’t see any reflections or highlights on it.

The metallic value should be 1 for surfaces that are clearly a metal, and 0 for most other materials like plastic or cardboard. Values between 0 and 1 are uncommon, but can be used to achieve special effects.

A light grey sphere with various roughness and metallic values

You can alter the roughness and metallic values for most objects in-game. But when you create new objects in the editor, you can also define which parts of the objects are metallic and how rough any point on their surface is. You can use the “extra map” introduced in the color post: The red and green channels determine where colors can be changed. The blue channel controls how metallic an object is, and the alpha channel controls roughness. Many of the objects included with Tabletop Playground use the extra map for rougher and smoother parts of their surface. Some objects, like the chest, also have both metal and wooden parts.

The chest has both wooden and metallic parts, and its roughness varies across the surface
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