Upload a texture and Pixlane reads its luminance as a height field, then derives surface normals with a Sobel gradient pass and encodes them into the usual RGB convention. Pick the green-channel direction your engine expects — OpenGL, Blender and Unity read +Y up, while Direct3D and Unreal read +Y down — because the wrong one flips lighting on every surface.
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Generate Perlin, Simplex, Worley, and value noise with tunable octaves, persistence, lacunarity, and seed. Perfect for game development textures, procedural terrain, shader backgrounds, and generative art.
Supported media processing runs on your device, and file contents are not uploaded for processing. Site analytics and the assistant are separate. Core access currently requires no signup; tool-specific limits may apply.
Perlin noise is a gradient-based pseudo-random noise function producing smooth, natural-looking patterns used for terrain, clouds, textures, and procedural animation.
Fractional Brownian Motion (fBm) sums multiple octaves (frequencies) of noise scaled by persistence. More octaves = more detail; higher persistence = rougher output.
Simplex noise (Ken Perlin's later work) is faster, has fewer directional artifacts, and scales better to higher dimensions. Both serve similar use cases.
Enable the tileable option for seamless wrap-around — required for texture maps in game engines.