Description
ShaderMap creates and converts rendering textures to different formats. It can also bake maps from 3D models. Easily tweak settings and preview changes in real-time. Start by loading a source file, (texture or 3D Model). ShaderMap instantly generates displacement, normal, and ambient occlusion maps. View your maps on custom models and paint normals and displacement pixels in the ShaderMap Normal Editor.
Fast Map Generation
Select a mode and source type then load the source file – ShaderMap will create a project generating maps from the source. It’s that easy.
Speed and Memory
Maps are rendered using 32 bit floating point pixels and stored in 16 bit memory to ensure both speed and efficient memory usage.
Scripting with LUA
Export LUA scripts for any project. Control batch scripting of multiple source files, map rendering, setup lighting and more with the LUA API.
Normal Map Editor
Paint normals and displacement to the SM4 layer system. Transform, scale, paint, and use tools to modify normal vectors.
Bake Maps from 3D
Load a 3d model into the project grid and render normal maps, AO, curve, color ID, and depth from the model geometry.
Editor Exchange
Export any map to your favorite image editor at any time. Once done, save the map and the it will be brought back into ShaderMap.
Map Filters
Use the Filter Tab to add additional filters to any Map. Auto Edge, Brightness, Contrast, Blur, High Pass, Shadow, Highlight and more.
PBR Materials
Generate Roughness and Metalness maps. The Start screen PBR Mode automatically packs maps into RMA and RMAD formats.
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