Load an image or 3D model and ShaderMap will create a project with Displacement (Height), Ambient Occlusion, Tangent Space Normals, and Specular maps. Add additional maps like World Space Normals, Curvature, and Albedo directly with the Project Grid interface. Thanks to the flexible plugin system, new maps can be added to ShaderMap projects at any time.

Fast Floating Point Pixels

ShaderMap uses high precision floating point pixels to store and calculate all Maps. This ensures accurate detail throughout the workflow and allows import and export of HDR formats such as OpenEXR as well as 8 and 16 bit image formats.

ShaderMap includes a full featured Normal Map painting application called the Normal Editor. It comes with a Layer System for arranging and transforming painted vectors as well as a number of tools for modifying the Normal Map:

N Brush - Paint Normals from 3D Models brushes. Rotate the the model to get the perfect orientation. Quickly add detail such as bolt heads with this handy stamp tool.

V Brush - Pick and Paint vector colors to the Normal Map and be sure they are in the specified coordinate system.

D Brush - Paint to a grayscale displacement layer with a variaty of brush shapes. The displacement is automatically converted to normal vectors.

Bezier Shapes - Add Ovals, Rectangles, Lines, and more then use the Layer Profile system to tile patterns of displacement or directly control the surface of the shape using a curve.

ShaderMap now supports 3D Models. Load a 3D Model into the Project Grid and select from a number of new Maps that bake rendering maps from the model geometry.

Includes Cage Model Setup

Cage projection algorithms are used by map plugins. A 3D Model Setup is available to push and scale cage geometry to enclose the source model prior to rendering.

ShaderMap includes the following Maps to bake from 3D Models: Ambient Occlusion, Tangent Space Normals, World Space Normals, Convex / Concave Curvature, and Displacement (Height).

The ShaderMap SDK provides a flexible yet powerful interface for creating add-ons. There are 3 C++ APIs and 1 HLSL / XML API. Each C++ API is made of a single page of source code to include in your projects.

Using C++ you can make binary plugins to create new Maps, Filters, and Geometry Importers. Using the HLSL / XML you can create new Materials for use in the ShaderMap Material Visualizer.

* The ShaderMap SDK is released as Open Source software under the MIT License. You may use it to develop commercial plugins for ShaderMap.
Download the ShaderMap Demo!
Try ShaderMap by downloading the Demo. It is a fully functional version of ShaderMap without the ability to save Maps to file.

Don’t forget to checkout the ShaderMap SDK page: shadermap.com/sdk.
ShaderMap Instructional Videos
Overview of SM3 features
Baking Normal Maps
Building Map Configurations
Advanced Normal Painting
Editing Maps in Photoshop
Materials and Models

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