What can you create with PlanetTex?
PlanetTex renders textures on your GPU using procedural mathematics, so every image is unique, resolution-independent and generated in milliseconds. Typical uses:
- Game development - seamless ground, rock, cloud and detail textures for Unity, Unreal or Godot, with matching normal maps.
- VFX & motion graphics - fire gradients, magic aura rings, energy plasma and nebula backdrops for particle systems and shaders.
- 3D materials - grayscale height/roughness sources for Blender, Substance or any PBR workflow.
- Design - dust, grain and paper-noise overlays for photos, posters and web backgrounds.
How to use it
- Pick a texture type for the base layer (noise, clouds, bricks, rust, fire, aura…).
- Adjust scale, detail, distortion, colors and seed - the preview updates live. Hit Randomize to explore.
- Combine textures with layers: click + Add layer, pick another texture type, and set its blend mode (multiply, screen, overlay, add…) and opacity. Stack as many as you like - rust over bricks, dust over marble, stars over an aura.
- Enable Seamless tiling if the texture must wrap (check it with the Tiled ×3 view).
- Choose an export size and download the PNG texture and, if needed, the normal map. Save the layer stack as a preset file to continue later.
FAQ
Is it really free? Can I use textures commercially?
Yes. Everything is generated locally in your browser and the output is yours - use it in personal or commercial projects, no attribution required.
How does the normal map export work?
PlanetTex treats the texture's luminance as a height field and computes a tangent-space normal map (the common purple-blue format) using a Sobel filter. The strength slider controls how pronounced the bumps are.
Are my images uploaded anywhere?
No. There is no server - the entire generator runs client-side with WebGL. Nothing you create ever leaves your device.
How does the layer combiner work?
Each layer is its own procedural texture with independent settings. Layers are drawn bottom-to-top and merged with the blend mode you choose - the same modes you know from image editors (normal, add, multiply, screen, overlay, soft light, difference) plus an opacity slider. It gives you most of the power of a node graph with none of the complexity, and you can save the whole stack as a preset JSON file.
Why do seamless textures look slightly different?
Seamless mode forces the noise lattice to repeat at the texture border, which can subtly change the pattern. Use the Tiled ×3 preview to verify the result wraps cleanly.