Local material workflow
Wood Normal Map Generator
Build a material study from a wood photograph or a digital wood texture. Start with the original procedural grain example, then upload your own surface and tune the relief while the light moves across it.
Try the preset and upload a textureInspect under light
Drag the light · Arrow keys for precise movement
Choose a surface photograph, not a finished object
A close, evenly lit photograph of a board gives the converter a better starting point than a photograph of a chair. Crop out bevels, knots that cast deep shadows, screws and the room behind the wood. Keep the camera as parallel to the board as possible. Perspective in the source becomes stretched grain on a flat material.
Wood digital paper can also work as an artistic input when its license permits this use. A painted highlight is still a bright pixel to this tool: it can become a ridge even if the real board is flat. Remove obvious lighting gradients before increasing strength. The example above is a procedural illustration authored for this workflow, not a scanned wood sample.
Keep the grain readable without making it look carved
This preset starts at strength 2, blur radius 1 and height contrast 1.15. That combination emphasizes long grain while reducing isolated pixel noise. Move the preview light across the grain, then along it. If every dark line looks like a trench, lower strength before changing the source image.
Use the height tab to check whether a broad color band has become a large step. A stain or a change in wood color does not necessarily mean a change in physical height. Normal maps affect shading; they do not create an actual groove in a mesh. For a carved sign or printable relief, use a geometry workflow and inspect the resulting dimensions separately.
Decide whether the board should tile
A single plank and a repeating floor are different outputs. The wood preset starts with clamped edges so the far ends of a photographed board are not mixed together. For a repeating material, inspect both opposite edges and the grain direction at the join. Wrapped sampling changes the calculation at the border; it does not by itself remove a visible seam in the photograph.
If you enable edge blending, inspect knots near the boundary at full size. Blending may create a doubled knot or a soft stripe. The separate seamless tool offers a useful comparison, but retain the original input so you can reject an unconvincing repair. Test a small repeated plane in your destination renderer before covering an entire floor.
Export a wood material for your renderer
The ZIP contains normal, height, AO and roughness PNG maps derived from the same source and settings. It does not include a new scanned albedo or a measured reflectance value. Keep your original color texture as a separate file. The roughness control is a visual starting point for finishing the material, not a measurement of varnish or oil.
For Blender or Godot start with OpenGL +Y; check the expected convention in the target shader. If the grain appears inverted, compare the DirectX setting under the same light instead of compensating with extreme strength. Make a small test render at the intended object scale and keep the settings that reproduce the surface most plausibly.
What you can download
Upload a PNG, JPEG or WebP up to 24 MB. Local processing reads the pixels in your browser and does not send the image to a server. The four map tabs show normal, height, ambient occlusion and roughness output. Download the selected 8-bit PNG or export all four maps in a ZIP. The free limit is 2048 pixels on the longest side; smaller images are not made more detailed by this conversion.
Pro Local unlocks individual PNGs up to 8K and ZIP or batch sources up to 4K, subject to the browser and archive limits shown in the workbench. The sample is only 384 by 384 pixels, so it remains that size when exported. Choose your own adequately sized source if you need a larger result. Higher resolution does not repair lighting or perspective errors in the source.
A short verification routine before using the pack
First compare the source and height map for false relief caused by color or shadows. Next move the preview light and check the normal direction. Then inspect opposite borders if the material will repeat. Finally open the downloaded PNGs or ZIP, check their dimensions and import a small test material into your renderer. The preview is a shading aid, not a measurement of physical material properties.
If a file cannot be decoded, choose a valid image or reload the procedural sample. Local exports continue to work when account services are temporarily unavailable; paid features require a verified entitlement. A failed local task shows a status message and can be cancelled or retried manually. Avoid running several large exports at once, especially on a phone. Keep the original source and test render so you can compare revisions rather than guessing from memory.