Free tier
Core PBR maps without a subscription
Generate normal, roughness, metallic, AO, and height maps at 512×512 with no account. Sign up for 1024px, bulk uploads, and saved projects.
Material specimen studio
GenPBR
Deterministic maps — normal map generator, height map generator, roughness, PBR materials, free PBR textures — with live 3D inspection. On-device. Engine-ready for Unity, Unreal, Blender, Roblox.
Capture: Chrome · Windows. Lifetime from $299 — founder licenses.
Specimen · SP-01
Albedo → metal/rough stack


Rough
Micro-surface

Conductor mask

Normal
Surface vector
Same pipeline as /generate
Drop your albedo →Channel index
Same browser pipeline — intent-specific guidance per channel.
New · GenPBR Capture
Right-click a webpage texture or a local PNG/JPG and download a ZIP with normal, metallic, roughness, and AO. 3 free conversions per install, then use a GenPBR API key for plan quota.
CaptureTexture library page

GenPBR Capture
Convert to PBR
Right-click any image → generate maps → download ZIP
Try a few conversions free, then add an API key for plan quota.
Saved params are used on every right-click convert.
API key optional for free uses

Base (source)
source image

Normal
normal_map.png

Metallic
metallic_map.png

Roughness
roughness_map.png

Ambient Occlusion
ao_map.png
Workflow
Whether you searched PBR generator, PBR maker, or image to PBR — the need is the same: a believable metal/rough baseline, then iterate without breaking exports.
Normal, roughness, metallic, AO, and height — the maps engines actually consume.
Map hub →Right-click web images (Chrome) or local files (Windows Explorer) — same PBR ZIP.
Capture →Move from ad-hoc sessions to repeatable server-side generation in your pipeline.
PBR API →Convert image to PBR — normals, roughness, metallic, AO, height — on /generate. Share channel links like roughness map generator, create PBR materials, or grab free PBR textures from your own images.
Why GenPBR
A PBR texture generator for developers who need predictable maps they can ship—not black-box outputs that change every run.
Start generating freeFree tier
Generate normal, roughness, metallic, AO, and height maps at 512×512 with no account. Sign up for 1024px, bulk uploads, and saved projects.
Privacy
Textures stay on your machine. No upload queue, no asset retention—suitable for unreleased game art and client work under NDA.
Preview
Validate grazing-angle response before export. Catch normal convention mismatches early instead of after engine import.
Export
PNG per channel, ZIP archives, or MaterialX. Drop into Unity, Unreal, Blender Principled BSDF, or Roblox SurfaceAppearance.
Iteration
Tune strength and re-run on the same base image. Paid plans keep adjustments free—you only spend credits on new source plates.
Capture
Chrome Capture grabs webpage images; Windows Explorer Capture handles local files. Both download engine-ready map ZIPs with a few free uses per install.
GenPBR Capture →API
When manual uploads stop scaling, use the REST API for batch material generation in your build or asset pipeline.
PBR API →Start from one texture (albedo / diffuse) and generate the core metal/rough set: normal, roughness, metallic (metalness), AO, and height. The goal is a coherent material—not a pile of unrelated filters.
Choosing between tools? Use /compare to compare workflow, licensing, and what you actually get on export.
In production, you want the material to behave the same way every time you regenerate it. That means you can iterate quickly, compare changes, and keep exports consistent across a team.
The quickest path is the live generator on /generate. If you want a one-page explainer you can share, use image to PBR.
From the field
GenPBR cut my material iteration time from hours to minutes. The maps are predictable — I can re-export without surprises when art direction shifts.
Umamidayo · Game developer
Usage
Estimates based on the last 30 days
Visitors (est.)
96K+
Page views (est.)
156.0K+
Edge requests (est.)
1M+
Map channels
Generate aligned maps that share the same UV space — or jump to intent-specific guides for image to PBR and texture map generator workflows.
normal
Surface direction per pixel for lighting detail without geometry.
roughness
Microsurface scatter — metal/rough PBR workflows.
metallic
Metal vs dielectric mask for principled shaders.
height
Displacement and parallax source from the same plate.
Generate all channels at once
Open the browser tool — preview in 3D, export ZIP or per-channel PNG.
Export
Individual textures, organized ZIP archives, or MaterialX — for Unity, Unreal, Blender, Maya, and Roblox SurfaceAppearance workflows.
Download normal, roughness, metallic, AO, and height as individual PNG files for manual shader setup.
One download with consistent naming — drop into your engine material folder or version control.
Export a material definition for pipelines that expect MaterialX interchange.
REST API
The browser tool is the starting point. When materials need to flow through CI, asset validators, or studio batch jobs, use the GenPBR API.
{
"source": "<image-url>",
"maps": ["normal", "roughness", "metallic"],
"resolution": 1024
}Generate PBR maps from images, validate them in 3D, and export in a way that fits real pipelines.
Your browser can generate maps without requiring a separate desktop install. (Exact processing mode depends on the tool surface.)
Iterate roughness, metallic, normals, AO, and height so outputs stay coherent as a material.
Export formats and packaging are designed for real engine imports; confirm current options on the live tool and pricing page.
When you need multiple textures, use the bulk surface in the app rather than repeating single uploads.
If your pipeline is code-first, the API is the right surface for repeatable jobs.
Right-click webpage images or Explorer files into a normal / metallic / roughness / AO ZIP — no upload dance.
Use dedicated SEO pages for roughness/metallic/normal/height to keep onboarding links consistent.
If you found us via genpbr or gen pbr, the shortest path is still /generate. If you’re evaluating for a team, start with the hubs and comparisons linked above.
“GenPBR has revolutionized my workflow. I can generate professional PBR materials in seconds with stunning results.”
Most “bad results” are actually import issues: wrong color space, wrong channel packing, or a naming mismatch. Use this quick handoff checklist before you commit assets or ship a build.
Masks are usually linear. If roughness/metallic/AO/height get imported as sRGB, the material will look wrong even if the pixels are fine.
If you pack ORM (or similar), verify the target expects the same channel order. For normals, confirm your engine’s green-channel convention (DirectX vs OpenGL).
Keep suffixes consistent so tools can auto-match maps. One stable convention beats “smart guesses” every time in a team pipeline.
Quick answers to common searches like normal map generator, pbr generator, height map generator, free pbr, pbr materials, and image to pbr.
If your intent is “PBR converter” or “batch texture generation,” you probably need a pipeline surface. GenPBR offers an API surface for teams that want predictable integrations.
Free account unlocks 1024×1024 exports and daily credits. Starter & Pro add 4K–8K, API access, and commercial licensing. Or lock in $299 lifetime before founder licenses sell out.
FAQ
Workflow, privacy, and export — no filler.