Free PBR Material Previewer

Drop your PBR maps onto a lit 3D sphere and see the material in real time — base color, normal, roughness, metallic, AO, and height, with tiling and orbit. Free, no sign-up.

100% in your browser — your maps are never uploaded.

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Base color

Normal

Roughness

Metallic

Ambient occlusion

Height

Shape
Tiling1×
Roughness0.55
Metalness0.00

Runs entirely in your browser — your maps are never uploaded.

How to use it

  1. 1

    Drop in your maps

    Add any of base color, normal, roughness, metallic, AO, and height. They're read locally — nothing is uploaded.

  2. 2

    Set tiling and shape

    Repeat the texture across the surface, switch between a sphere, cube, or plane, and dial roughness or metalness when you don't have a map.

  3. 3

    Orbit and inspect

    Drag to orbit the lit material under image-based lighting and reflections — exactly how it'll read in a render.

Need maps to preview? Generate them from a photo with the image to PBR tool, grab a CC0 set from the free library, or author a full material on your model in the Mixos editor.

Frequently asked questions

Which maps can I preview?

Base color (albedo), normal, roughness, metallic, ambient occlusion, and height/displacement. Add any subset — when a channel has no map, sliders set a flat roughness or metalness value.

Is it real PBR lighting?

Yes. The material is rendered with a physically-based shader and image-based lighting, so reflections, roughness, and metalness behave the way they will in a renderer or game engine.

Does it upload my textures?

No. It's free with no sign-up and runs entirely in your browser with WebGL — your maps never leave your device.

Why is my height map barely visible?

Height is shown as true geometry displacement, which is subtle by design. Raise the Depth slider, and note it reads best on the sphere or plane where there's enough surface detail.

What if my material looks wrong?

Check your normal map convention (Blender/glTF use OpenGL, Unreal/Unity use DirectX) — flip it with the normal map flipper if details look inverted — and make sure roughness and metallic maps are grayscale.

Preview, then perfect it.

The Mixos editor previews materials on your own model in a real-time WebGPU viewport — paint, layer, weather, and export render-ready maps. Free to author, no install.

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