Online Normal Map & PBR Texture Generator
Generate tangent space normal maps, ambient occlusion, roughness, and displacement maps directly in your browser with real-time 3D WebGL inspection.
Direct Answer & Pipeline Overview
Normal Map & PBR Texture 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 Normal Map & PBR Texture Generator
Upload Source Image
Drag and drop any diffuse texture, phone photo, or grayscale heightmap into the canvas upload zone.
Adjust Bump Strength and Filter
Tweak Bump Strength, Kernel Level, and Smoothing to capture sharp edge bevels without photographic noise.
Select Engine Format
Check Invert Green if targeting Unreal Engine 5 (DirectX); keep unchecked for Blender and Unity (OpenGL).
Inspect in 3D & Download
Rotate the 3D model under lighting, then download the individual map or the full PBR ZIP package.
Key Technical Capabilities
Generates Normal, Height/Displacement, Ambient Occlusion, and Roughness maps
Sobel, Scharr, and Prewitt 3x3 convolution filter operators
DirectX (Y-) vs OpenGL (Y+) format toggle with 1-click green flip
Gaussian smoothing pre-pass slider to eliminate camera noise and artifacts
Interactive 3D WebGL inspection on sphere, beveled cube, cylinder, plane, and torus
1-Click complete PBR map package download as ZIP
Frequently Asked Questions
What is the difference between DirectX and OpenGL normal maps?
The primary difference is the direction of the Green (Y) channel. OpenGL normal maps (used in Blender, Unity, Godot, and Three.js) treat the top of the green channel as pointing up (+Y). DirectX normal maps (used in Unreal Engine 5 and 3ds Max) treat the green channel as pointing down (-Y). You can toggle between them instantly using the Invert Green checkbox.
How does an image get converted into a normal map?
The tool extracts luminance values from each pixel to calculate surface height. It then runs 3x3 convolution gradient filters (Sobel, Scharr, or Prewitt) to measure the rate of change across horizontal (X) and vertical (Y) axes, producing normalized 3D vectors mapped into RGB color channels.
What are Ambient Occlusion (AO) and Roughness maps used for?
Ambient Occlusion maps simulate soft contact shadows in deep crevices and cracks where ambient light cannot easily reach. Roughness maps define how sharp or diffuse specular light reflections appear across micro-surface details.
Are my textures uploaded to any external server?
No. Atlyxen Tools processes all pixel convolutions and WebGL shaders entirely inside your browser local RAM. Your source textures and generated maps never leave your machine, guaranteeing total privacy.