Ist der Normalkarten-Generator wirklich kostenlos?
Yes. You can use the Vextrude Normal Map Generator for both personal and commercial projects with no account, watermark, or hidden limits.
Verlassen meine Bilder jemals mein Gerät?
No. All processing runs entirely in your browser using WebGL. Textures are never uploaded to a remote server, which keeps your assets private.
Welche Karten kann ich aus einer Textur exportieren?
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.
Kann ich es als Höhenkarten- zu Normalkarten-Konverter verwenden?
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.
Was ist der Unterschied zwischen OpenGL- und DirectX-Normalkarten?
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.
Wie verwende ich Normalkarten in Unity, Unreal Engine und 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.
Was ist die maximale Texturgröße?
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.
Funktioniert es auf Mobilgeräten?
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.
Was ist der Unterschied zwischen einer Normal-, Bump- und Displacement-Map?
A Bump-Map is an older grayscale technique that fakes depth by perturbing surface normals at shading time. A Normalkarte 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.
Kann ich ein vollständiges PBR-Texturset erstellen?
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.