// CREATIVE PIPELINE TOOL

PBR_Generator

One source texture in. A complete, engine-ready PBR map set out — built from recipes, not guesswork. Part of the JCH Soft creative pipeline.

06maps per material
01source texture required
03engine export presets
// WHERE IT FITS

PBR_Generator is part of our creative pipeline — the engine that produces every PBR material we use in Blender, Godot, Unreal Engine and Unity. It generates the textures behind our development work. This page shows how that generation workflow operates.

01 / WHAT IT DOES

Full map set. Zero guesswork.

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Six maps, one pass

Albedo, normal, roughness, metallic, ambient occlusion and height — generated together so they stay in sync.

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Recipe JSON control

Every material stores its exact generation parameters. Same recipe, same result — regeneratable months later.

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Engine presets

Export tuned for Godot, Unreal Engine and Blender. Maps land where each engine expects them, first time.

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Tested before shipped

Materials are verified in a live Godot test project under real lighting before they're considered done.

02 / LIVE EXAMPLE

BrickWall — generated material

A complete map set generated by PBR_Generator from a single source photo, rendered live in Blender Cycles. This preview uses all six generated maps together — base color, normal, roughness, metallic, AO and height.

BrickWall material rendered in Blender Cycles with all six PBR maps
RENDERED PREVIEWBlender Cycles · all 6 maps · 2× tiling · 256 samples · denoised
BrickWall Base Color map
Base Color
BrickWall Normal map (OpenGL)
Normal
BrickWall Roughness map
Roughness
BrickWall Metallic map (constant 0.0)
Metallic

Raw map outputs. Roughness encodes 0.30–0.80 per the recipe (dark gray = smooth, light = rough); Metallic is constant 0.0 — brick is a dielectric, so the map is pure black by design.

USEBlender · Godot · Unreal Engine · Unity
RESOLUTION1K · 1024 × 1024
MAPS6 — Base Color · Normal · Roughness · Metallic · AO · Height
TILINGSeamless (offset method)
FORMATPNG · non-color (sRGB albedo)

Generated from BrickWall_recipe.json — delight 0.7 · normal strength 2.0 · roughness floor 0.3 / ceiling 0.8 · metallic constant 0.0

03 / WORKFLOW

Source → generate → validate → ship

STEP 01

Source

Drop in a single texture or photo. No manual map splitting.

STEP 02

Recipe

Write or reuse a recipe JSON for the material family.

STEP 03

Generate

Produce the full 6-map set into the material folder.

STEP 04

Test & ship

Verify in the Godot testbed, then export with an engine preset.

04 / WHY RECIPES

Consistency that survives time

Hand-tweaking sliders for every material doesn't scale. PBR_Generator stores the exact generation parameters in a recipe JSON alongside the source maps — so any material can be regenerated, adjusted or audited later without re-discovering settings. The recipe is the single source of truth for the material.

05 / CONTACT

Contact Us at: