Curvature & Edge Wear Map Generator
Compute second-order Laplacian surface curvature from normal maps and heightmaps to generate precision masks for metal edge chipping, scratches, and crevice grime accumulation directly in user RAM.
Direct Answer & Pipeline Overview
Curvature & Edge Wear Map Generator is a specialized, 100% client-side engineering utility developed by Atlyxen Studios. It processes calculations and conversions directly inside your browser memory using hardware-accelerated WebAssembly and WebGL, guaranteeing instant results with zero server file transfers and zero data retention.
How to Use the Curvature & Edge Wear Map Generator
Upload Source Texture
Drop your tangent space normal map or grayscale heightmap into the upload zone or choose a procedural preset.
Select Output Encoding Mode
Pick Standard Gray-Centered for general PBR baking, Convex Ridges for metal chipping, or Concave Cavity for crevice dirt.
Adjust Sample Radius and Contrast
Tune the edge radius slider to isolate fine scratches or broad bevels, and increase contrast to emphasize edge highlights.
Inspect 3D Weathering & Download PNG
Switch to 3D Weathering view to see procedural metal wear on a rotating 3D mesh, then download the crisp 16-bit or 8-bit PNG mask.
Key Technical Capabilities
Dual input processing: derives curvature from tangent normal maps (vector divergence) or grayscale heightmaps (Laplacian operator)
Four distinct output encodings: Standard 50% Gray-centered, Convex Edges Only, Concave Cavities Only, and Packed RG channels
Interactive 3D WebGL PBR viewport simulating real-world weathered metal with edge chipping and dirt accumulation
Multi-scale sample radius from 1px razor-sharp micro details to 8px broad geometric chamfers
Precision contrast and tonal bias controls to dial in weathering thresholds for game shaders
Split-wipe comparison slider between input texture and computed curvature map
Built-in procedural presets including hard-surface sci-fi panels, beveled ingots, and stone blocks
100% client-side memory execution with zero server latency and absolute privacy
Frequently Asked Questions
What is a Curvature Map and how is it used in AAA game texturing?
A curvature map is a grayscale or two-channel PBR texture that measures how sharp surface geometry curves. In games and film VFX, artists rarely paint edge wear by hand. Instead, shaders use the curvature map to automatically apply chipped paint, metal scratches, and highlights to convex ridges (white areas) while accumulating dark grime, rust, and ambient dust inside concave crevices (black areas).
Can I upload a Normal Map instead of a Heightmap?
Yes! Our engine automatically detects whether an image is a tangent normal map (by inspecting vector blue-channel dominance) or a scalar heightmap. For normal maps, it computes the divergence of the horizontal and vertical vector slopes (∇ · N), mimicking the exact curvature baking algorithm used in Substance 3D Painter and Marmoset Toolbag.
What is the Packed RG mode?
In Packed RG mode, the Red channel stores the Convex Edge Wear mask, the Green channel stores the Concave Cavity mask, and the Blue channel is set to 0. This dual-channel packing allows technical artists to drive both edge chipping and crevice grime using a single texture sampler uniform, reducing memory footprint and draw calls.
How do Sample Radius and Contrast interact?
Sample Radius determines how far across neighboring pixels the second-order derivative evaluates. A 1px radius catches hairline scratch relief, while a 6px radius detects broad industrial bevels. Contrast multiplies the intensity of that derivative, allowing you to threshold subtle slope variations into crisp masks.
What does the 3D Weathered simulator show?
The 3D Weathering mode applies a live multi-layer shader material onto rotating 3D geometries. It uses your generated curvature map to modulate surface base color and roughness, demonstrating how exposed corners reveal raw metallic silver while valleys remain dark and diffuse.
Is my proprietary texture uploaded to any server?
Never. All pixel analysis, Laplacian convolution, canvas rendering, and 3D WebGL shader simulations run 100% locally in your browser memory. Your assets remain entirely on your device.