From one colour map to a whole material
PBR Channels
Generate normal, roughness, metalness, emissive and ambient occlusion from a model’s base colour — each at the source texture’s own dimensions, so it lines up pixel for pixel.
What it does
Every channel from one
A colour map alone reads as flat plastic under real lighting. These are the maps that make a surface read as a material.
Matched to the source
Each generated map comes out at the base colour’s exact pixel dimensions. A map at a different size reads the wrong texel for every island.
Applied live
Maps land on the material the viewer is already rendering, so you see each one arrive and can judge a bad bake before saving.
Save into the file
Write the finished material back into the model’s GLB, textures embedded, replacing the stored file.
How it works
- Open Materials & TexturesEvery material on the model, with its six texture slots.
- Generate a channelOne press per map. Base colour is the source, so it has no generate control of its own.
- Judge it in the viewerThe map is on the live material immediately.
- Save to the modelRe-exported with the maps embedded, with progress shown and the result confirmed.
What people use it for
- Making a generated texture read correctly under scene lighting
- Filling in the channels a reconstruction never produced
- Deriving a normal map without modelling the detail
- Preparing an asset for an engine that expects a full PBR set
What it cannot do
- Derived from colour, so it infers rather than measures — a normal map from a flat photograph is an interpretation
- Requires a base colour map to work from
- Saving replaces the stored file; the previous version is not kept
The details
- Channels
- Normal, roughness, metalness, emissive, ambient occlusion
- Resolution
- Matched to the base colour map
- Save
- Re-exports the GLB with textures embedded