法线贴图生成器真的免费吗?
Yes. You can use the Vextrude Normal Map Generator for both personal and commercial projects with no account, watermark, or hidden limits.
我的图片会离开我的设备吗?
No. All processing runs entirely in your browser using WebGL. Textures are never uploaded to a remote server, which keeps your assets private.
我可以从纹理中导出哪些贴图?
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.
我可以将其用作高度图到法线贴图的转换器吗?
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 和 DirectX 法线贴图有什么区别?
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.
如何在 Unity、Unreal Engine 和 Blender 中使用法线贴图?
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.
最大纹理尺寸是多少?
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.
在移动设备上有效吗?
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.
法线贴图、凹凸贴图和位移贴图有什么区别?
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.
我可以生成完整的 PBR 纹理集吗?
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.