Free PBR map generator. Normal, roughness and AO maps from one texture.
Drop a texture and get its normal, height, roughness, metalness and ambient occlusion maps, tuned live on a 3D preview.
Updated
No texture at hand?
What each PBR map does
A physically based material splits a surface into color, shape and finish. Seven files, one job each.
- Normal
- Bends the light at each pixel to fake small bumps without extra geometry. OpenGL (green up) by default; DirectX on request.
- Height
- Brightness as elevation, for displacement or parallax. Saved as a 16-bit PNG, for smoother displacement than an 8-bit file gives.
- Roughness
- How matte (white) or glossy (black) each point is.
- Metalness
- Which parts are bare metal (white). Black for most materials; a photo cannot show it, so you set it.
- Ambient occlusion
- Darkens the crevices that ambient light reaches least.
- ORM
- AO, roughness and metalness in the red, green and blue channels of one file, as glTF and Unreal read them.
- Base color
- Your texture, with baked-in lighting evened out if you ask for it.
How to make PBR maps from a photo
One photo holds color and shading, not true depth or finish, so every map is an estimate. Five steps to good ones, and what this tool does with each.
01Start seamless and evenly lit
Every map inherits the source's seams and shadows. Make the texture tile, and as flat-lit as you can, before anything else.
This tool: checks whether your texture tiles and, if it does, keeps every map tileable.
02Read height from shading
Crevices are usually dark and raised faces light, so brightness with the large-scale lighting removed is a good first height.
This tool: the Height tab balances large shapes against fine detail, and inverts it for pale gaps.
03Build normals and AO from the height
The slopes of the height give the normal map; how far each point sits below its surroundings gives the occlusion.
This tool: normals mix three scales of detail, and AO measures depth at four radii.
04Set roughness and metalness by material
They describe the surface, not its shape, and a photo shows little of either. Pick a base value for the material and let the texture add variation.
This tool: a base and a variation for roughness; a value and an optional light or dark mask for metalness.
05Judge them on a 3D shape
Maps that look right flat can be far too strong under light. Check them tiled on a lit sphere or plane.
This tool: the material preview updates as you move the sliders.
How it works
Four steps, all of them on your device.
01Read
The texture is decoded in a Web Worker on your device, at up to 4096 px, and a 1024 px copy is made for the preview so the sliders respond as you drag.
02Height
Brightness minus its large-scale variation, smoothed and stretched to the full range. If the texture tiles, every filter wraps around its edges.
03Normal and AO
Slopes of the height at three scales give the normal map, with its strength set per texture width so the preview and the full-size download closely match. AO adds up how far each point sits below its neighbourhood at four radii.
04Download
The download recomputes every map at full size with your settings. Each map is a PNG named after your file (rock_normal_gl.png, rock_orm.png); the height map is 16-bit, and the ZIP holds all seven.
Texture not tiling yet? Make it tile first with the free seamless texture generator, then send it here in one click.
Questions about the PBR map generator.
What the maps are made from, and where an estimate stops being enough.
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