Bū tools
Textures
Normal maps, height to normal, ORM packing, tiling check.
What it does
Four small jobs on 3D textures, on your device (nothing is sent).
- Normal map: switches a normal map between OpenGL (Blender, Unity, glTF, green up) and DirectX (Unreal, 3ds Max, green down) by inverting the green channel. The same button goes both ways.
- Height: makes a normal map from a height (or bump) map. Strength sets how deep the relief looks. The edges wrap around, so a tileable height map gives a tileable normal map.
- ORM: packs three grayscale maps into one PNG, red = ambient occlusion, green = roughness, blue = metallic (glTF and Unreal convention). A missing map is replaced by a fixed value.
- Tiling: shows the texture repeated 3 × 3 to spot seams. Shift by half brings the edges to the middle, to retouch them; that version can be exported.
- The pixels are read as they are, without color conversion. 16-bit PNGs are read in 8 bits.
Free, no account, nothing is sent: it runs in your browser, even offline.
Related tools
- Resolution · Sizes, ratios and formats
- Colors · The painter’s color wheel
- Palette · One color, all its codes
- IOR · Refraction index of materials
- PBR materials · Color, metallic, roughness and IOR of real materials
- 3D formats · What glTF, FBX, OBJ, USD… keep, and scale between apps
- Filaments · PLA, PETG, ABS, ASA, TPU, PA, PC: temperatures, drying, build plate
- Print cost · 3D print cost, selling price, batch lead time, spool left
All tools · Français