SuperPower Normals
Ubah peta tinggi atau displacement menjadi normal map yang presisi: area datar tepat, 16-bit, kurva tinggi, PNG/TIFF/EXR/DDS. Gratis, di browser, tanpa unggah.
JavaScript is required to run the app. Everything is processed locally in your browser.
Features
- Converts height maps and displacement maps into normal maps entirely in the browser; nothing is uploaded
- Lossless decoding of 16-bit and float sources; 16-bit PNG/TIFF and half-float EXR export; half-float high-precision preview
- Input: 16-bit PNG, TIFF (up to 32-bit float), OpenEXR, PSD, RAW/R16/R32, PGM/PFM read without loss; JPG, WebP, BMP, GIF, AVIF through the browser (8-bit)
- Export: PNG 16/8-bit, TIFF 16/8-bit, OpenEXR half float, TGA, JPEG, WebP, DDS BC5 with mipmaps (JPEG, WebP and BC5 are lossy)
- OpenGL (Y+) and DirectX (Y-) conventions; Sobel, Scharr and central-difference gradients
- Height curve editor with Bezier handles, black and white points; global, local and fade modes
- Smoothing before and after the curve; tileable (seamless) edges
- A/B split comparison, mask view, light preview, half-float high-precision preview
- Multi-threaded processing of large maps with full-resolution 1:1 preview of the visible area
- Interface in 16 languages, including right-to-left languages
FAQ
How do I convert a height map or displacement map to a normal map?
Open the height map (drop a file onto the page), choose OpenGL or DirectX, set the relief height and save the normal map as PNG, TIFF, EXR or DDS.
Is my image uploaded anywhere?
No. All processing happens locally in your browser. Only anonymous usage statistics (formats and features used, never images or file names) are sent, and you can turn them off.
Which formats are supported?
Input: PNG (8/16-bit), TIFF (8/16/32-bit float), OpenEXR, PSD, RAW/R16/R32, PGM/PFM, JPG, WebP, BMP, GIF, AVIF. Export: PNG, TIFF, OpenEXR, TGA, JPEG, WebP, DDS BC5.
OpenGL or DirectX normal map?
Use the convention of the program or engine that will use the map. Blender, Maya and Unity normally expect OpenGL (Y+); Unreal Engine expects DirectX (Y-); Substance 3D Painter and 3ds Max let you choose per project or material, so check that setting. If the shading looks inverted, switch the convention: it flips the green channel.