Le générateur de cartes normales est-il vraiment gratuit ?
Yes. You can use the Vextrude Normal Map Generator for both personal and commercial projects with no account, watermark, or hidden limits.
Mes images quittent-elles mon appareil ?
No. All processing runs entirely in your browser using WebGL. Textures are never uploaded to a remote server, which keeps your assets private.
Quelles cartes puis-je exporter depuis une texture ?
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.
Puis-je l'utiliser comme convertisseur de carte de hauteur en carte normale ?
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.
Quelle est la différence entre les cartes normales OpenGL et DirectX ?
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.
Comment utiliser les cartes normales dans Unity, Unreal Engine et Blender ?
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.
Quelle est la taille maximale de texture ?
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.
Ça fonctionne sur mobile ?
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.
Quelle est la différence entre une carte normale, une carte de relief et une carte de déplacement ?
A carte de relief is an older grayscale technique that fakes depth by perturbing surface normals at shading time. A carte normale stores the same information in full RGB, giving more accurate lighting at the same performance cost — making it the modern standard. A carte de déplacement actually moves geometry vertices, producing true silhouette detail but requiring more polygons or tessellation.
Puis-je générer un ensemble complet de textures PBR ?
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.