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Browser-based PBR tool

PBR Texture Generator Online

Turn one image or material texture into a practical PBR map starting set with local browser processing, live material preview, and batch ZIP export.

Eight map outputs

Generate a consistent map set locally, then validate it in the material system where scale and lighting are visible.

No upload requiredPNG + ZIP export

Local PBR generator

Generate a complete PBR map set from one image.

Adjust the shared height signal, choose an engine direction, inspect the lit surface, and export the maps that fit your material workflow.

Herramienta del navegador·No se sube al servidor

Generate a complete PBR map set from one image.

Adjust the shared height signal, choose an engine direction, inspect the lit surface, and export the maps that fit your material workflow.

Procesado en tu navegador
stone-sample.png

Sube una imagen o elige una textura de ejemplo para empezar.

Preparando ejemplo de Piedra…
Superficie de vista previa
Exportación PNGConversión basada en alturaSin registroVer salidas compatibles

Batch PBR export

Apply one material setup to a whole texture set.

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.

Batch processing·up to 20 images

Batch-generate a consistent PBR map set.

Use one Strength, Blur, Contrast, and engine direction setting across a folder of related images, then download eight PNG outputs per source.

Files stay in this browser

Drop multiple images here

PNG, JPG, JPEG, and WebP files up to 12 MB each. The browser processes them sequentially to keep memory use predictable.

No images queued yet.
Add several source textures to create a consistent PBR map set.
Sequential browser processingOne shared parameter setZIP export

One source, eight useful outputs

Build a practical first pass, then refine it in your renderer.

The generator creates a normal map plus supporting grayscale maps from the same processed luminance signal. That makes it useful for a fast first pass on wood, stone, fabric, brick, and other image-based materials.

  • Normal RGB tangent-space directions
  • Height Grayscale relative elevation
  • AO Grayscale occlusion estimate
  • Roughness Grayscale surface response
  • Metallic Grayscale metalness starting point
  • Specular Grayscale reflection starting point
  • Displacement Grayscale height-derived detail
  • ORM R = AO, G = Roughness, B = Metallic
OutputStoresÚtil para
NormalRGB tangent-space directionsSmall surface lighting detail on a mesh
HeightGrayscale relative elevationBump, displacement, or cleanup
AOGrayscale occlusion estimateCrevice and contact shading
RoughnessGrayscale surface responseGloss and highlight control
MetallicGrayscale metalness starting pointPBR material authoring
SpecularGrayscale reflection starting pointSpecular workflow inputs
DisplacementGrayscale height-derived detailMaterial displacement tests
ORMR = AO, G = Roughness, B = MetallicPacked 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

A repeatable path from pixels to material maps.

Use an evenly lit photo, painted texture, tileable material, or grayscale height map. The algorithm interprets luminance as relative surface structure, so strong baked shadows can become unwanted relief.

Abrir el generador
01

Choose a source

Upload a material image or start with a procedural sample. Keep the source as evenly lit as possible so brightness tracks surface detail.

02

Shape the height signal

Tune Strength, Blur, and Contrast. These controls affect the derived normal, height, AO, and supporting PBR maps together.

03

Check the target surface

Use the 3D preview and choose Blender, Unity, or Unreal when the green-channel direction needs to match a renderer.

04

Export or batch

Download an individual map from the single-image tool, or process up to 20 images and download the complete set as a ZIP.

Private local processing

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.

Validate at final scale

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

Useful for iteration, not a substitute for material judgment.

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.

Create a quick PBR blockout from a material reference.

Prepare a normal, roughness, and ORM handoff for a game engine.

Batch a folder of related textures with one consistent parameter set.

Compare raw maps and a lit sphere, plane, or cube before export.

The Normal, Height, AO, Roughness, Metallic, Specular, Displacement, and ORM files are generated locally as lossless PNGs. Roughness, Metallic, and Specular are heuristic starting maps, not physically recovered material truth.

FAQ

¿Tienes preguntas antes de exportar?

These answers cover output meaning, local processing, channel conventions, and the limits of deriving PBR maps from one image.

What does a PBR texture generator create?

This browser tool creates Normal, Height, AO, Roughness, Metallic, Specular, Displacement, and ORM PNG maps from the luminance structure of an image. It is designed as a fast material starting point rather than a scan of true physical properties.

Are the Roughness and Metallic maps physically accurate?

No. A single image does not contain enough information to reliably recover real roughness or metalness. Those outputs are heuristic starting maps that should be adjusted and validated in the target renderer.

Can I generate PBR maps from a normal image?

Yes. The tool reads luminance from PNG, JPG, JPEG, or WebP input. Even lighting and clear material detail generally produce a better starting set than a photograph with dramatic shadows or reflections.

What is an ORM texture?

The ORM output packs Ambient Occlusion into red, Roughness into green, and Metallic into blue. This channel layout is common in real-time material workflows, but always confirm the channel convention used by your engine or shader.

Can I batch generate PBR textures?

Yes. Add up to 20 images, apply one shared parameter and engine preset, process them sequentially in the browser, and download all generated PNGs in one ZIP file.

Related tools

Continue the material workflow.

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.

Open the main generator