THE EVERYDAY TOOLBOX / TEXTURE & PBR LAB

Texture & PBR Lab.

20 tileable materials, image adaptation, layered surfaces, editable response curves, PBR previews, recipes and eight-map exports.

01 / PATTERN / IMAGE→02 / LAYERS→03 / RESPONSE CURVES→04 / PBR MAPS→05 / RENDER→06 / EXPORT
LIVE MATERIAL / DRAG TO ORBIT

BASE COLOR / SINGLE TILE

SEAM CHECK / 3 × 3 TILES

Base Color is sRGB. Other maps are linear data.

Material finishing COLOR / LEVELS / NORMALS

Non-destructive edits for generated, image-derived and imported maps. Enable to bake these edits into map previews and PNG/ZIP exports. Disable to restore the original pixels.

Color grading
Roughness, metal & AO
Height & normals

Packed ORM stays synchronized with separate AO/Roughness/Metallic maps. Normal rebuild uses the height map’s dimensions and selected DX/GL convention.

Physical surface & UV COATING / FABRIC / GLASS / UV

These controls change the live 3D material. They are saved as material parameters in JSON/ZIP; they do not alter PNG map pixels. Set low roughness and metallic = 0 for a clearer glass preview.

Coating & fiber
Transmission & response
UV transform

Multiplies the UV repeat above. All maps share the same transform.

Surface response curves

X = original value · Y = remapped value. These curves shape generated maps; imported PBR maps retain their original pixels.

Generating material locally…

Generate, edit and preview PBR materials

Color grade base color, remap roughness and height, convert glossiness, edit AO/metallic and rebuild normals from edited height. Enable adjustments to bake edits into generated or imported maps; disable them to restore the originals. Pack ORM, RMA or MRA for your engine. Explore clearcoat, sheen, anisotropy, iridescence and glass transmission, with synchronized UV transforms. Physical preview parameters are included in JSON/ZIP for manual setup in your engine.

Generate marble, fabric, leather, sand, snow, lava, moss, cobblestones, carbon weave and sci-fi panels alongside the original materials. Blend a second material with a seeded periodic mask; tune domain distortion, erosion and AO. Height and roughness curves remap the generated surface, and derived normal/AO maps follow the edited height. Lava and panel presets include an emissive map.

Explore four lightweight variations, reopen a precise JSON recipe, inspect individual channels on five preview meshes, change lighting or save a 3D screenshot. The PBR ZIP includes eight generated maps, their settings and Unreal/Blender import guidance. Procedural maps are artistic material designs, not scanned measurements.

Make seamless PBR textures in your browser

  1. Choose a procedural Stone, Wood, Brick or Metal preset, or open your own image.
  2. Adjust the seed, tint, surface strength and roughness. Inspect the material and its repeated tiles.
  3. Export individual PNG maps or download the complete material as a ZIP.

Use the maps in Unreal Engine

Connect Base Color to Base Color, Normal to Normal, and the packed ORM channels to Ambient Occlusion (R), Roughness (G) and Metallic (B). Disable sRGB for the ORM and Height textures. Import Normal with normal-map compression and choose DirectX here. Height is provided as an 8-bit grayscale map; the live preview supports normal mapping and optional height displacement.

Preview your own PBR texture set

Load Base Color, Normal, Roughness, Metallic, AO, Height or a packed ORM map independently. Your maps are kept at their original dimensions and are not replaced with photo-derived estimates. Only Base Color uses sRGB. Switch normal conventions, change UV tiling, adjust lighting and test height displacement on a sphere, plane or cube. Missing maps use neutral defaults. Exports contain only the maps you supplied. HDR, EXR and TGA are not supported; convert them to PNG before opening.

Photo to PBR: useful starting maps, with limits

A single photograph cannot reveal measured surface depth, lighting-free albedo or physically accurate roughness. The image mode keeps the photo's color, estimates height from luminance, derives normals from that height and uses a local contrast estimate for AO. It mirrors the image to make its outer edges repeat, which can create recognizable symmetry. Use the 3 × 3 seam preview and refine the maps for your project. Procedural materials use periodic functions for continuous repetition.

All image processing runs on your device. Files are not uploaded. Map previews remain available if your browser does not support the 3D view.