ノーマルマップジェネレーターは本当に無料ですか?
Yes. You can use the Vextrude Normal Map Generator for both personal and commercial projects with no account, watermark, or hidden limits.
画像がデバイスから送信されることはありますか?
No. All processing runs entirely in your browser using WebGL. Textures are never uploaded to a remote server, which keeps your assets private.
テクスチャーからどのマップをエクスポートできますか?
From a single height or diffuse image you can generate tangent-space normal maps, displacement maps, ambient occlusion maps, and specular maps, then download them as PNG, JPG, or TIFF.
高さマップからノーマルマップへのコンバーターとして使えますか?
Yes. Upload a grayscale height map and the tool computes surface normals using a Sobel-based gradient filter. The brighter a pixel, the higher the surface — producing accurate tangent-space normals directly from your height data.
OpenGLとDirectXのノーマルマップの違いは?
The only difference is the direction of the green (Y) channel. OpenGL normal maps point Y upward and are used by Unity and Blender. DirectX normal maps invert the Y channel and are the default in Unreal Engine. Use the engine preset buttons to switch instantly, or toggle the Y-invert option manually.
Unity、Unreal Engine、BlenderでノーマルマップをどうやってC使いますか?
In Unity, import the PNG and set the texture type to “Normal Map” in the inspector, then connect it to the Normal Map slot of a Standard or URP Lit material. In Unreal Engine 5, plug the DirectX-format PNG into the Normal pin of a Material. In Blender, add an Image Texture node set to “Non-Color” and connect it to the Normal Map node, then into the BSDF’s Normal input.
テクスチャーの最大サイズは?
The tool processes images up to 4096×4096 px. Larger images are scaled down automatically to stay within browser memory limits. For most game and PBR workflows, 1024×1024 or 2048×2048 is optimal.
モバイルでも動作しますか?
Yes. The tool runs on any modern browser, including mobile Safari and Chrome for Android. For best performance with large textures (2048×2048 and above), a desktop browser is recommended.
ノーマルマップ、バンプマップ、ディスプレースメントマップの違いは?
A bump map is an older grayscale technique that fakes depth by perturbing surface normals at shading time. A normal map stores the same information in full RGB, giving more accurate lighting at the same performance cost — making it the modern standard. A displacement map actually moves geometry vertices, producing true silhouette detail but requiring more polygons or tessellation.
完全なPBRテクスチャーセットを生成できますか?
In a single export you get four PBR maps: normal, displacement, ambient occlusion (AO) and specular. Together these cover the core slots of a Metallic/Roughness or Specular/Gloss PBR workflow in Unity, Unreal Engine, Blender, Godot and most other real-time renderers.