Convert heightmaps into tangent-space normal maps
Convert any heightmap or grayscale image into a tangent-space normal map right in your browser. Uses a Sobel gradient operator on the luminance channel, with adjustable strength, smoothing, and OpenGL/DirectX Y-axis conventions. Ideal for game engines, shader work, and pairs naturally with the aukimi Matter module for procedural material design. Part of aukimi Matter.
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Node-based procedural texture editor for creating PBR materials with real-time 3D preview.
Turn a grayscale heightmap into a tangent-space normal map using Sobel gradient detection, entirely in your browser.
Drag a PNG/JPG onto the workspace. The image is auto-downscaled to 1024 px max edge for real-time preview.
Higher Strength deepens the surface slope — good for subtle inputs, too high for already-contrasty ones.
A 1–3 px box blur removes single-pixel noise that would otherwise create speckles in the normal map.
Unity/Godot/Blender → OpenGL. Unreal → DirectX.
The output is a standard tangent-space normal map that any PBR material slot accepts.
A heightmap stores elevation at each pixel (single-channel grayscale). A normal map stores a 3D surface direction (X, Y, Z) encoded in the RGB channels. GPUs can compute lighting far more cheaply from a normal map than by re-integrating a heightmap every frame.
Both. The Convention selector switches the Y axis: OpenGL (Y+) is the default, used by Unity, Godot, Blender Cycles/Eevee. DirectX (Y-) is used by Unreal Engine and older Direct3D titles. If your lighting looks inverted in Unreal, flip to DirectX.
Only luminance. We compute Rec. 601 luminance (0.299·R + 0.587·G + 0.114·B) then run a Sobel gradient on that single channel. Feeding a color image works, but grayscale heightmaps give the cleanest result.
Sobel convolves two 3×3 kernels over the luminance to estimate the gradient dx/dy at each pixel. We treat that gradient as the surface slope, build the normal vector (−dx·s, −dy·s, 1), normalize, and pack into RGB as (n·0.5 + 0.5)·255. Strength scales the gradient before normalization.
Yes. Drop the PNG into your material's Normal slot. In Unity and Blender keep OpenGL; in Unreal switch to DirectX (or flip Y with the "Flip Green Channel" import option).
Real heightmaps often have 1-pixel noise that becomes amplified by Sobel. A mild box blur (1–3 px) removes that noise without losing large-scale detail. Zero is fine for clean procedural inputs.