What is this?


Surface Imperfection maps are high quality textures, scanned from real world surfaces, created by David Gruwier.

They are not traditional textures, but are scans of the subtle imperfections that are shared by most materials, such as smudges, scratches and fingerprints, independent of color. 

The resulting greyscale maps can be used as glossiness, bump, anisotropy and reflectivity maps to add those same imperfections back into any 3D rendered material.


Examples of uses

As glossiness or anisotropy maps, to add realistic surface imperfections to reflective surfaces such as glass, metal and plastic

Bump maps, for something more organic and natural than fractal noise

Extra detail on windows, monitors, mirrors and other reflective surfaces that require that extra glint of realism

Masks for layered, procedural shaders and materials.

Overlays on lens flares and glare in compositing, to emulate a dirty lens (the raw scans are especially suited for this)

Texture painting alphas and brushes source material.

Multiply or add on top of diffuse colors to break up the colors and add variation


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Mixed bag of 58 fingerprints, scratches, smudges, specs, palm prints, dust, and more. The original premium Surface Imperfections pack.


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Render by Luca Veronese


high resolution details

The Surface Imperfection scans contain microscopic levels of detail, allowing for unprecedented up-close detail. For example, not only are the ridges of fingerprints visible fully resolved, but you can see details inside each individual ridge.



full dynamic range

All scans were captured at low contrasts, with no clipping in the blacks or whites, so that even the brightest details are never flat. To ensure the highest fidelity, even at low contrasts, everything was scanned and processed in full 16-bit.

Seamless tiling

Every texture was tiled by wrapping the natural continuation of the scan back over itself, so that there are no clone stamp tool artifacts. Minor masking and adjustments was done to ensure perfect seamless tiling. 



complex effects

The Surface Imperfection maps open up for some very advanced shading techniques. For example, the fingerprint textures can be used as anisotropy rotation/orientation maps for a realistic look that more accurately emulates how highlights are stretched across fingerprints on glossy surfaces.

Think out of the shader

While the textures are particularly useful for creating 3D materials, there are also many uses in compositing and even graphic design. 

In this example, a texture was blended a lens flare to create the effect of a dirty camera housing.



Works at many scales

All scans were made of roughly 10-20 cm wide surfaces, but can be used creatively at much larger scales.

They have been used for everything from smartphone displays, to cars, to buildings and even landscapes.