Textures & Shaders Popular 100% In Browser Memory

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.

Readying Normal Map & PBR Texture Generator... 100% in-browser secure sandbox • Zero server upload

How to Use the Normal Map & PBR Texture Generator

1

Upload Source Image

Drag and drop any diffuse texture, phone photo, or grayscale heightmap into the canvas upload zone.

2

Adjust Bump Strength and Filter

Tweak Bump Strength, Kernel Level, and Smoothing to capture sharp edge bevels without photographic noise.

3

Select Engine Format

Check Invert Green if targeting Unreal Engine 5 (DirectX); keep unchecked for Blender and Unity (OpenGL).

4

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.