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.
Browser-based PBR tool
Turn one image or material texture into a practical PBR map starting set with local browser processing, live material preview, and batch ZIP export.
Generate a consistent map set locally, then validate it in the material system where scale and lighting are visible.
Local PBR generator
Adjust the shared height signal, choose an engine direction, inspect the lit surface, and export the maps that fit your material workflow.
Adjust the shared height signal, choose an engine direction, inspect the lit surface, and export the maps that fit your material workflow.
画像をアップロードするか、サンプルテクスチャを選んで開始します。
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.
One source, eight useful outputs
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.
| Output | Stores | 用途 |
|---|---|---|
| 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 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.
生成ツールを開くUpload a material image or start with a procedural sample. Keep the source as evenly lit as possible so brightness tracks surface detail.
Tune Strength, Blur, and Contrast. These controls affect the derived normal, height, AO, and supporting PBR maps together.
Use the 3D preview and choose Blender, Unity, or Unreal when the green-channel direction needs to match a renderer.
Download an individual map from the single-image tool, or process up to 20 images and download the complete set as a ZIP.
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.
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
These answers cover output meaning, local processing, channel conventions, and the limits of deriving PBR maps from one image.
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.
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.
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.
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.
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
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.