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Roughness/AO map generator
Make roughness and ambient occlusion maps for PBR materials from a photo or an albedo texture, plus a packed ORM map for glTF. Tune contrast, level, detail and AO radius, then save the PNGs. Free, in your browser, nothing uploaded.
How to make roughness and AO maps from a texture
- 1Drop a texture or a photo of a surface in
- 2Tune the roughness and AO sliders while you watch
- 3Save the maps, one by one or all three
- Roughness, AO and ORM maps as PNG files.
What happens to your files
- Nothing is uploaded.Your picture is read and processed by your browser, on your own device.
- Three maps from one picture.Roughness, ambient occlusion and a packed ORM map come out together.
- Live preview.Every map updates as you move a slider.
What you can do
- Set the roughness contrast, the roughness level and the surface detail. Darker and busier areas come out rougher.
- Tick "Invert roughness (a gloss map)" if your picture is a gloss map.
- Set the AO radius from 1 to 48 pixels and the AO strength to shade the creases.
- Get the packed ORM map for glTF: AO in red, roughness in green, and the blue channel for metalness left at zero.
- Save each map as its own PNG, or all three in one click.
Good to know
- The maps are guessed from brightness. A photo gives a plausible start, not the true values, so adjust them by eye.
- Pictures larger than 8192 pixels on a side are scaled down to 8192.
- Metalness is not made. The blue channel of the ORM map is zero, so fill it in if the material has metal.
Questions
How do I make a roughness map from a photo?
Drop the photo in and adjust the roughness contrast and level until the preview looks right. Save the PNG.
What is an ORM map?
A single picture that holds ambient occlusion in red, roughness in green and metalness in blue. glTF uses it to save texture slots.
Does it make a metalness map too?
No. The blue channel of the ORM map is left at zero. Paint metalness there yourself if you need it.
Is my picture uploaded?
No. It stays in your browser on your own device.