Classic 3×3 gradient operator — good balance of noise and detail.
Strength
Intensity100%
Higher values exaggerate surface detail.
Blur
Pre-blur0
Smooth input before computing normals to reduce noise.
Invert
Flip normal direction per axis. Use to match your engine's coordinate system (OpenGL vs DirectX).
Tiling
Wraps edges so the normal map tiles seamlessly.
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Image Info
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Normal Preview
R (X)
G (Y)
B (Z)
Hover over the result to inspect individual normal values below.
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Tips
• Use height maps for best results
• Increase strength for low-contrast inputs
• Pre-blur to smooth noisy photos
• Toggle Invert G for DirectX convention
• Enable Tiling for repeating textures