GEMSmakers · Material Tools

Image to PBR Material Generator

Convert one photograph into a usable PBR texture set with Base Color, Normal, Roughness, Height, Ambient Occlusion and Metallic maps. Image processing happens locally in your browser.

1. Source Photograph

No image selected.

2. Material Controls

Controls the intensity of the generated tangent-space normal detail.
Controls the contrast of the generated displacement field.
Reduces broad illumination and shadow influence in Base Color.
A single photograph cannot reliably measure metallicity, so this is deliberately user-controlled.

Color Space

Base Color / Albedo — sRGB color data.
Normal — Non-Color / linear data.
Roughness — Non-Color / linear data.
Height — Non-Color / linear data.
AO — Non-Color / linear data.
Metallic — Non-Color / linear data.

Generated PBR Maps

Upload a photograph and generate the material to create the six texture maps.

3. Real-Time 3D Material Preview

Drag to rotate · wheel/pinch to zoom
Waiting for material

Using the Generated Maps

The files generated here are standard texture maps and can be used as starting material textures in Blender, Unreal Engine and Unity.

Map Color Space Typical Connection
Base Color sRGB Base Color / Albedo
Normal Non-Color Normal Map → Normal
Roughness Non-Color Roughness
Height Non-Color Displacement / Parallax
AO Non-Color Ambient Occlusion
Metallic Non-Color Metallic

Blender

Connect Base Color to the Principled BSDF Base Color. Pass the Normal texture through a Normal Map node before connecting it to Normal. Use Roughness and Metallic directly. Use Height through a Displacement workflow when actual displacement is required.

Unreal Engine

Base Color goes to Base Color, Normal to Normal, Roughness to Roughness, Metallic to Metallic and AO to Ambient Occlusion. Height can be used with the appropriate displacement or parallax technique.

Unity

Base Color is used as the Albedo/Base Map, Normal as the Normal Map, Metallic as Metallic and AO as Occlusion. Depending on the Unity shader, Roughness may need the corresponding Smoothness conversion.

A single photograph cannot uniquely reveal physically measured roughness, true geometry, true metallic response or perfectly illumination-free albedo. The generated maps are computational estimates intended as a practical starting point for 3D material creation.