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

  1. Open Materials & TexturesEvery material on the model, with its six texture slots.
  2. Generate a channelOne press per map. Base colour is the source, so it has no generate control of its own.
  3. Judge it in the viewerThe map is on the live material immediately.
  4. 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