Start with material evidence
Upload a source where brightness and texture variation relate to how the surface should break up reflections.
Browser-based PBR tool
Create a usable roughness-map starting point from an image or texture, then inspect the highlights on a lit surface before you export it for your PBR workflow.
Generate a consistent map set locally, then validate it in the material system where scale and lighting are visible.
Local PBR generator
The roughness tab is selected first, while the same local pass also creates Normal, Height, AO, Metallic, Specular, Displacement, and ORM outputs.
The roughness tab is selected first, while the same local pass also creates Normal, Height, AO, Metallic, Specular, Displacement, and ORM outputs.
Lade ein Bild hoch oder wähle eine Beispieltextur zum Starten.
Batch PBR export
Add up to 20 images, process them one at a time in this browser, and download the generated PNG maps in one ZIP. A failed image is marked separately so the rest of the queue can finish.
Use one Strength, Blur, Contrast, and engine direction setting across a folder of related images, then download eight PNG outputs per source.
PNG, JPG, JPEG, and WebP files up to 12 MB each. The browser processes them sequentially to keep memory use predictable.
Control highlight response without losing the source detail
Roughness maps influence how broad or sharp a material highlight appears. This tool derives a starting grayscale map from the processed image signal so you can iterate quickly, then refine the map against real lighting and scale.
| Output | Stores | Geeignet für |
|---|---|---|
| Normal | RGB tangent-space directions | Small surface lighting detail on a mesh |
| Height | Grayscale relative elevation | Bump, displacement, or cleanup |
| AO | Grayscale occlusion estimate | Crevice and contact shading |
| Roughness | Grayscale surface response | Gloss and highlight control |
| Metallic | Grayscale metalness starting point | PBR material authoring |
| Specular | Grayscale reflection starting point | Specular workflow inputs |
| Displacement | Grayscale height-derived detail | Material displacement tests |
| ORM | R = AO, G = Roughness, B = Metallic | Packed channel workflows |
Roughness, Metallic, Specular, and ORM are starting-point outputs derived from one image signal. They are not a physically accurate material scan and should be tuned against your actual lighting and shader conventions.
How to use this PBR tool
Use a material image with visible variation: brushed metal, stone, leather, wood, painted surfaces, or fabric. Flat color can still produce a map, but it provides little evidence for meaningful roughness variation.
Generator öffnenUpload a source where brightness and texture variation relate to how the surface should break up reflections.
Use Blur to soften compression noise, then use Contrast to keep the roughness range from becoming too flat or extreme.
Switch to the 3D preview and inspect a sphere, plane, or cube. A map that looks plausible as grayscale may still need adjustment under your scene light.
Download Roughness for a standalone texture or ORM when your shader expects AO, Roughness, and Metallic packed together.
The free single-image and batch flows decode, generate, and package results in the browser. Your source images are not uploaded to a conversion endpoint.
A generated map changes lighting response but cannot recover hidden geometry, remove baked shadows, or decide the right physical material values from one image.
Good starting cases
Use the generated maps to shorten the first pass, then adjust ranges, channel packing, color space, and shader settings in the tool where the asset will ship.
Build a first-pass gloss response for a scanned or photographed material.
Create a roughness channel for an existing normal-map workflow.
Pack AO, Roughness, and Metallic into an ORM texture.
Batch related material references with consistent settings.
The selected Roughness output is a grayscale PNG. You can also export the matching ORM pack, where roughness is stored in the green channel, plus the other PBR maps generated from the same source.
FAQ
These answers cover output meaning, local processing, channel conventions, and the limits of deriving PBR maps from one image.
The tool first converts the source into a processed luminance signal and then remaps that signal into a grayscale roughness starting point. It does not identify real-world material values from a photograph.
In the common roughness convention, white represents a rougher surface and black represents a smoother surface. Confirm the convention in the target shader because some workflows expose glossiness instead, which is the inverse concept.
This page accepts an image or texture as input rather than decoding an existing normal map. If your source is a material image, the generated PBR set includes both a roughness starting map and a normal map derived from the same luminance signal.
No. The free workflow decodes, processes, and exports the source in the current browser tab. The local conversion does not send the image to a server.
Yes. The ORM output packs AO in red, Roughness in green, and Metallic in blue. Treat it as a starting pack and check the channel order required by your material system.
Related tools
Choose the output or source type that matches the next step of your asset pipeline. Each page keeps the conversion local and links back to the complete PBR workflow.