Free Browser Tools
Image-to-PBR utilities that run on your GPU. No upload, no sign-up, no rate limit.
Normal Map Generator
Drop an image, get a tangent-space normal map.
Strength slider, OpenGL/DirectX toggle, PNG download. Multi-scale Scharr gradient on the GPU — under five milliseconds per frame at preview resolution.
Height Map Generator
Drop an image, get a greyscale height map.
Detail / contrast / smoothing sliders, invert toggle, PNG download. Edge-preserving smooth + auto-levels. Feed the output into the normal-map tool for the most accurate normal.
Why these run in your browser
Both tools are pure shader work — input image goes onto the GPU, math happens, output comes back as pixels. There’s no server step in the middle, so there’s no quota, no upload limit, no privacy question about where your reference photos end up. Drag a slider, see the result. The whole pipeline is the same code that runs in CraftPBR’s node editor; the tools just expose the most-used outputs as one-click utilities.
How they fit together
A height map is a measurement of elevation. A normal map is the surface direction implied by that elevation. The most accurate way to build a normal map is to start with a height map — so the height map tool exists partly as a standalone utility and partly as the input source for the normal map tool. Drop a photo into the height map generator, download the result, then upload it to the normal map generator. The resulting normal map will be cleaner than running the normal-map generator directly against the photo, because the height pass has already filtered out the lighting in the original image.
Need something else?
If you need a full PBR set (albedo, normal, roughness, AO, metalness) from a text prompt, that’s the AI texture generator on the homepage. If you need to download ready-made CC0 textures by material type, that’s the free textures library. These browser tools fill the in-between: you’ve already got the image, you just need one specific map type derived from it.
One last thing
Free tools are easy to ship — the expensive bit was the shader code, and we already wrote that. Use them as much as you want. If a slider produces something weird and you can’t figure out why, drop a question on the community page.