# PED::_SET_TEXTURE_LAYER_ROUGHNESS

- **Hash:** `0x057C4F092E2298BE`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetTextureLayerRoughness`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_SET_TEXTURE_LAYER_ROUGHNESS

## Signature

```c
void _SET_TEXTURE_LAYER_ROUGHNESS(int textureId, int layerId, float texRough);
```

## Parameters

- `textureId` (`int`)
- `layerId` (`int`)
- `texRough` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
SetTextureLayerRoughness(textureId, layerId, texRough)

-- always available, by hash
Citizen.InvokeNative(0x057C4F092E2298BE, textureId, layerId, texRough)
```

### JavaScript

```js
SetTextureLayerRoughness(textureId, layerId, texRough);

// by hash
Citizen.invokeNative('0x057C4F092E2298BE', textureId, layerId, texRough + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x057C4F092E2298BE, textureId, layerId, texRough);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*
