Alchemy is a GPU texture lab for games and 3D. Stack generators, filters and AI images into photoreal materials that tile perfectly, and take home every PBR map your engine wants, up to 8192².
Brick, stone, wood, metal, cloth, skin, whole building facades and aerial landscapes: each material is a layer stack of GPU generators and filters, with physically based roughness and metalness checked against real-world albedo. Hover a card to see its flat base color, click to enlarge.
Every generator exposes its own parameters as inspector controls, plus a seed, per-feature tone variation, macro mottling, a secondary gradient and tile-safe transforms. Here is what a few dial changes do. Each image lists the exact settings used.
Settings are named exactly as they appear in the app.
Color, height, roughness and metalness are composited through the stack together, and the rest is derived on the GPU from the result. Pick a material and a map below.
sRGB albedo with color variation per feature, macro mottling and an Oklab check against real-world albedo ranges.
Sobel normals from the composited height, wraparound-safe, in OpenGL or DirectX convention per engine.
Painted per layer and composited like height: rust is rough and dielectric over smooth steel, wet patches turn glossy.
Ambient occlusion and the other derived maps come from the same relief, resolution-independent.
Neon and lit windows glow, leaves and fences cut out, brushed metal and hair stretch highlights, velvet catches grazing light.
Every generator is periodic on the torus: noise, cells, patterns and simulations wrap exactly, so there is no edge to hide and no cross-fade to smear detail. Transforms only allow whole-number repeats, offsets and quarter turns. Uploaded photos and AI images get seam enforcement, and every map carries a live seam-quality score.
Real screenshots of Alchemy at work. Click any of them to see it full size.
Noise, cellular, patterns, tiles, stone, ground, wood, metal, architecture, textiles, organic and body, grunge, building, urban, manmade and geographic elements, faces and a reaction-diffusion simulation.
Levels, HSV, gradient map, blurs, warps, slope blur, edge wear, cavity dirt, dust, wetness and puddles, rain streaks, erosion, moss, snow, rust and verdigris, peeling paint, soot and scorch, frost.
Ready-to-edit stacks from brick and oak to blood-pooled cobbles, heat-tinted steel and neon shop signs, plus aged and damaged variants of the classics.
Multi-stop ramps for wood, stone, metal, fire, camo, skin and soot; the ones naming a real material are sampled from real-world albedo.
A built-in stroke font prints signs, plates, key legends and book spines. Generators write emissive and opacity maps for neon, lava, lit rooms, leaves and fences.
Brushed and spun metal, machined finishes and hair stretch their highlights; velvet, suede, knits and skin peach fuzz catch a soft rim of light. Both export for every engine.
Thumbnails rendered by the real pipeline, cached and fingerprinted by shader source: only what changed re-renders. Category filters and search across everything.
GPU-compressed exports with mip chains from a bundled WASM encoder, correct sRGB/linear tags and a manifest, zipped.
Every generator, filter, material and control over HTTP, rendered on your GPU, with a built-in wiki and an OpenAPI 3.1 document.
Four element libraries build whole scenes: sash windows and shop fronts, roads with real lane markings and licence plates, server racks and tyre sidewalls, alpine ranges, river deltas and lava fields. Items live in one category and show up wherever they belong, with nothing duplicated.
Export as PNG or KTX2 (Basis UASTC or uncompressed) with mip chains. Presets name the files, pack the channels and flip normals per engine. Anisotropy and sheen come along wherever the engine supports them.
| Preset | Files | Packing |
|---|---|---|
| Unreal Engine | T_*_BC _N _ORM _H _E _A _Fuzz | ORM = occlusion, roughness, metallic; DirectX normals; tangent + anisotropy |
| Unity URP / Built-in | BaseMap Normal MetallicSmoothness Occlusion Height Emission | Smoothness in the alpha of the metallic map |
| Unity HDRP | BaseColor Normal MaskMap Height Emissive Tangent Anisotropy Sheen | Mask map = metallic, occlusion, detail, smoothness |
| glTF / Godot / web | baseColor normal occlusionRoughnessMetallic height emissive anisotropy sheen | KHR_materials_anisotropy and KHR_materials_sheen conventions |
| Blender / DCC | BaseColor Normal Roughness Metallic AO Height Alpha Emission … | Separate maps, including Anisotropic Rotation and Sheen Roughness |
| All maps | Every map, separate files | Including legacy specular and depth |
The desktop app is also a local render server. A hidden engine window renders API jobs on your GPU without touching the project you have open, and restarts itself if the GPU process dies.
/api/v1: list and render every generator, filter, material and control; get every map in one JSON reply.# every map of a material, laid out for Unreal curl -X POST http://127.0.0.1:8787/api/v1/generate \ -H "content-type: application/json" \ -d '{ "material": "cobblestone-street", "resolution": 2048, "preset": "unreal" }' # or a stack of your own { "layers": [ { "generator": "stone.cobbles", "params": { ... } }, { "filter": "cavityDirt" }, { "filter": "wetness" } ], "maps": ["albedo", "normal", "roughness"], "format": "ktx2" }
The editor, the library, the face tools, the model workspace and the API server live in one desktop app that runs entirely on your machine. No cloud, no uploads, no subscriptions to render.