WebVRDev · Textures & PBR
WebVRDev Material Studio · v8.3
Create and prepare textures in one workspace: PBR Generator produces material maps, Seamless Maker blends image edges for repeatable surfaces, and KTX2 Export packages maps for 3D workflows. Everything stays in the familiar dark Material Studio interface.
01 / Getting started
Tip: for a responsive first test, try a 1024–2048 px image. Larger images require more RAM and processing time.
02 / PBR Generator
The generator estimates 10 supporting texture maps from a single image: Normal, Displacement, Bump, Ambient Occlusion (AO), Specular, Roughness, Metallic, Curvature, Edge and Cavity. The input image remains the Base Color reference.
Choose a material preset, select the maps to generate, then click a map thumbnail to adjust its controls. Additional maps and specialist adjustments are under expandable settings.
Load multiple images, select a file from the project list, and keep settings per material. Use Batch ZIP, Grid GLB or Batch KTX2 to export collections.
Important: maps calculated from one photograph are visual estimates, not measured surface properties. Check displacement, metallic and roughness before production use.
03 / Seamless Maker
Seamless Maker reduces visible borders using horizontal and vertical blending. It is integrated in Material Studio and runs its image processing in a background Web Worker so the editor remains responsive.
Each upper image has separate − / Fit / + controls. These change only the view, not the generated image resolution.
The separate Seamless WebGL2 application uses a different GPU multi-band method. The integrated editor uses its own two-pass blending process.
Working with PBR maps: sending a processed map back to PBR regenerates the selected material's maps. If you need to preserve a specialist Normal or Roughness map unchanged, export a copy first.
04 / KTX2 texture export
Open the KTX2 TEXTURES panel in the PBR workspace. Select KTX2 ZIP for the active material, or Batch KTX2 for every loaded material. The ZIP includes individual .ktx2 texture files.
| Setting | What it means |
|---|---|
| RGBA8 (offline) | Writes a valid uncompressed KTX2 container locally. Does not reduce GPU memory like GPU block compression. |
| UASTC / ETC1S | Optional compressed modes. Require a network-loaded encoder; availability depends on the browser and encoder service. UASTC prioritizes quality; ETC1S typically prioritizes compact assets. |
| Max resolution | Keep source resolution or limit the longest image dimension (512–8192 px). |
| Power of 2 | Keep dimensions, or round dimensions up/down to powers of two for compatible pipelines. |
| Mipmaps | Generate progressively smaller levels to improve texture sampling at distance. |
| Flip vertically | Flip image orientation when the destination pipeline expects it. |
| Include Base Color | Include the original color texture alongside generated maps. |
| Enabled maps only | Export only the PBR channels currently enabled in the map list. |
Color correctness: Base Color is exported as sRGB; numeric maps such as Normal, Roughness and Height use linear data. For small downloads or GPU compression, select a working compressed codec or use the dedicated WebVRDev KTX2 Converter.
05 / Real-time preview
Preview generated textures on a sphere, cube, cylinder or plane, or load a supported OBJ/GLB model. Left-drag rotates the camera, right-drag pans, and the mouse wheel zooms. Touch gestures are available on supported devices.
Adjust Tiling to repeat the texture and Displace to preview height-based geometry. Select Studio, Day, Sunset, Night or Drama lighting. In the Light Rig panel, enable Softbox, Warm Fill and Rim Light and adjust their shared intensity. Floor can be toggled separately. VR/AR and advanced effects remain available under Advanced Preview.
06 / Export and project workflow
Save individual texture maps or export all enabled maps in a ZIP. Choose PNG, JPEG or WebP under Settings for standard image output.
Export a GLB model with embedded textures. Grid GLB collects several material samples into a single scene for inspection or comparison.
When multiple source images are loaded, export multiple materials with Batch ZIP or Batch KTX2. Separate folders keep identically named materials from overwriting each other in a KTX2 ZIP.
Use Share to publish a link to Material Studio on supported social networks. Your source images are not attached to that shared link.
07 / Installation & privacy
Install from the browser when the Install App button is available. Supported browsers can run previously cached app files offline; some resources may still require a network connection. On future online visits, the installed PWA checks for updated files. An active editing session may show an update prompt before the page reloads.
Local PBR generation and integrated Seamless processing run on the device. Optional external KTX2 encoders, CDN scripts and fonts may need network access. Non-essential Google Analytics activates only after cookie consent.
Yes. Import a source or map from PBR into Seamless, create a repeatable result, send it back to PBR, check the generated maps and then export KTX2, GLB or ZIP.
RGBA8 KTX2 stores uncompressed pixel data. Mipmaps add more levels as well. For a smaller GPU-compressed texture, use a compatible UASTC / ETC1S encoder and test the result in your target engine.
Use 1024–2048 px output while testing, wait for the status message, and check that your browser supports workers. You can also reset the Seamless settings and reload if the image is exceptionally large.
No, the website runs in a modern browser. PWA installation is optional. Some codecs and libraries may still need an online connection.
Yes. Use Load OBJ/GLB in the 3D viewport and adjust the material preview. Availability depends on the model and browser.