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Browser-based PBR tool

Roughness Map Generator

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.

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 roughness map from material detail.

The roughness tab is selected first, while the same local pass also creates Normal, Height, AO, Metallic, Specular, Displacement, and ORM outputs.

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Generate a roughness map from material detail.

The roughness tab is selected first, while the same local pass also creates Normal, Height, AO, Metallic, Specular, Displacement, and ORM outputs.

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stone-sample.png

Envie uma imagem ou escolha uma textura de exemplo para começar.

Preparando exemplo de Pedra…
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Exportação PNGConversão baseada em alturaSem cadastroVer saídas compatíveis

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

Control highlight response without losing the source detail

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

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.

  • 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 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.

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01

Start with material evidence

Upload a source where brightness and texture variation relate to how the surface should break up reflections.

02

Reduce false detail

Use Blur to soften compression noise, then use Contrast to keep the roughness range from becoming too flat or extreme.

03

Read the highlights

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.

04

Export the right channel

Download Roughness for a standalone texture or ORM when your shader expects AO, Roughness, and Metallic packed together.

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.

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

Dúvidas antes de exportar?

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

How does an image become a roughness map?

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.

Is white rough or smooth in a roughness map?

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.

Can I generate a roughness map from a normal map?

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.

Does the roughness map generator upload images?

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.

Can I create an ORM texture too?

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

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