Image → PBR Material (free) — material maps right in your browser

Bottom Line Up Front (BLUF): The tool turns an ordinary photo into a full PBR material: it builds Base Color (Albedo), Normal, Height (Displacement), Roughness, Metallic and Ambient Occlusion maps, packs AO, Roughness and Metallic into a single ORM map and shows the material on a plane, sphere or cube in a live 3D preview. Height is computed by the Depth Anything V2 Small model right in your browser, and the other maps are derived from it and from the photo itself. The photo is never uploaded, no tokens are spent and there is no paid API. The maps are an automatically generated, approximate base for further tuning.

What the tool does

The tool takes a photo and builds the set of maps that make up a material in a 3D editor or game engine: surface colour, micro-relief, height, roughness, metalness and local darkening in the crevices.

First it computes the depth map of the photo, so it knows what is closer and what is farther away. Height comes from the depth, Normal and Ambient Occlusion come from the height. Base Color is taken from the photo itself, while roughness and metalness are estimated from its brightness, contrast and detail.

Which maps you get

Base Color / Albedo — surface colour without lighting. Normal — micro-relief that makes light read small bumps. Height / Displacement — surface height. Roughness — how matte or glossy the surface is. Metallic — metal or dielectric. Ambient Occlusion — local darkening in the crevices.

A packed ORM map is built as well: Ambient Occlusion in the red channel, Roughness in green and Metallic in blue. Unreal Engine and glTF understand this map directly.

Everything runs on your device

The photo is never uploaded: the depth map is computed by the Depth Anything V2 Small model through ONNX Runtime Web (WebGPU, with a CPU fallback), and every other map is derived from it and from the photo right in your browser. There is no paid API and no tokens are charged.

StableMaterials, MaterialPalette and MaterialAnything are not used on the server, and there is no “text → material” mode either: the tool works with a photo only, and only on your device.

Seamless material and 3D preview

The “Seamless / tileable” mode blends the edges of the maps with the opposite edges, so the material can be repeated across a surface without a visible seam — exactly what floors, walls, fabrics and other large planes need.

The live 3D preview shows the finished material on a plane, sphere or cube: rotate the model with the mouse and see how the relief, roughness and metalness look under different lighting.

Export for Unreal Engine, Blender, Unity and glTF

Every map can be downloaded as a separate PNG, or the whole material can be taken as a single ZIP archive. The file naming set is chosen for the engine: generic, Unreal Engine, Unity, Blender or glTF — so the files are picked up by the importer without renaming.

The map resolution is selectable too: 512, 1024 or 2048 pixels on the long side.

What the tool does not do

The maps are an automatically generated, approximate base for further tuning, not a ready-made “correct” PBR material. Metal cannot be reliably recovered from a single photo, so Metallic is an editable heuristic mask whose threshold and strength you can change with sliders.

Emissive and Opacity cannot be reliably recovered from an ordinary photo, so there are no separate maps for them. Shadows and reflections already captured in the photo are not removed — the tool only flattens large lighting variations in Base Color when that option is enabled.

How to use it

Upload a photo — the depth model is loaded into your browser (on your next visit it comes from the cache). Choose the map resolution, enable the seamless mode and lighting correction if you need them, and tune the strength of the relief, occlusion, roughness and metalness with the sliders.

Press “Generate the material” — the tool builds all the maps and shows their previews. Download each map separately, or the whole set as one ZIP archive named for the engine you picked.

Who it is for

The tool is useful for 3D artists, game designers and interior designers: from a photo of wood, metal, fabric or a wall you can quickly get a set of material maps and refine them in an editor, instead of painting the maps by hand from scratch.

Întrebări frecvente

Where is my photo uploaded?

Nowhere. The depth map is computed and all material maps are built entirely inside your browser on your device.

Is this a ready-made PBR material?

It is an automatically generated, approximate base for further tuning. Metal cannot be reliably recovered from a single photo, so Metallic is an editable heuristic mask.

How much does it cost?

The tool is completely free and no account tokens are charged.

Which maps can I download?

Base Color, Normal, Height, Roughness, Metallic, Ambient Occlusion and the packed ORM map. Each as a separate PNG, or the whole set as one ZIP archive.

Which engine naming sets are available?

Unreal Engine, Unity, Blender and glTF, plus a generic set. The file names are applied automatically when you download the ZIP.

Modele similare