How does UE render roughness without needing a large number of samples?

When using path tracing, rough surfaces look good using very few samples. Even while moving the camera the surface is clearly rough, even though the renderer hardly accumulates frames.

As I understand it, roughness is a measure for how randomly light rays “bounce” when making contact with a surface. Intuitively, when light bounces very randomly, you would need many samples to converge to a realistic color.

As a comparison I created a material with a roughness close to 0, but using a very fine-grained noisy normal map. This material did indeed require many samples to start looking rough.

My questions are:

  • How does UE achieve roughness using only very few samples?
  • Is there a fundamental difference between using roughness and using a noisy, extremely fine-grained normal map?
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