If you searched for diffuse to normal map, you want believable surface detail from a flat color plate without sculpting. GenPBR generates a normal map from your diffuse or albedo, with live 3D preview before export.
Albedo to normal map
Albedo to normal map is the same workflow under a different name. Prefer a lighting-free base color plate, upload on the generator, and tune strength while orbiting the 3D preview.
| Source plate | What you should expect |
|---|---|
| Clean albedo | Color changes mostly follow material. Best input. Keep strength moderate so painted variation does not become cracks. |
| Diffuse with baked light | Shadows and AO become extra bumps. Lower strength, or flatten the lighting before you convert. |
| Photo of a real surface | Useful for stone, fabric, and ground. Highlights and cast shadows still pollute the normal. Crop to an evenly lit area. |
Workflow checklist
- Start from clean diffuse/albedo (minimize baked shadows).
- Generate normals and check grazing angles in the WebGL viewer.
- Mark the texture as non-color / linear in your engine or DCC.
- Pair with roughness and metallic before shipping.
When to rebake instead of infer
Inference from a painted diffuse is fast, but heavy baked lighting or AO in the color plate can become fake bumps. For hero assets, bake from height or high-poly when you can; use this diffuse→normal path for prototypes, tiles, and mid-priority props.
Related: normal map generator hub
For the full normal workflow, including OpenGL versus DirectX, use the normal map generator. PNG files: PNG to normal map.