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3D and look-dev artists
Prototype surface orientation when a sculpt or scan was never made.
Normal map generator
Go from the picture you already have to surface orientation, then check the space and channel convention before the map reaches a shader or a material.
Live manufacturing workbench
Three free AI previews per day. Source checks, editing, 3D preview, and compatibility exports are free.
Choose a source image to begin.
Real work, real failure cost
The useful product is not the model call. It is the review loop that catches a reversed field, a noisy border, or an impossible relief before the next tool turns that mistake into wasted time.
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Prototype surface orientation when a sculpt or scan was never made.
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Test relief and material ideas from existing photography.
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Compare a single-view estimate against a reference surface.
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A conventional normal map generator converts a height or bump field you already own into per-pixel surface orientation. That is the right tool when a sculpt, a scan, or a displacement pass produced the height field, and it is the reason the free browser utilities that dominate this category ask for a height map at all. It leaves you stuck one step earlier: you are holding a photograph, no height field exists yet, and there is nothing for those tools to convert.
This page covers the other direction. The picture is the input. DepthCarve estimates relative geometry from that single frame and derives the orientation from the same estimate, so the entry point is the image in hand rather than a field you would first have to invent by hand.
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The estimate is built from monocular cues: perspective, occlusion order, relative object size, texture gradient, and the way light falls across a surface. Mirrors, glass, polished metal, and water return a scene the camera is not pointed at. Flat untextured walls offer no gradient to read, fine repeating texture can fold into itself, and thin structures such as wires or hair fall between sampled regions and arrive broken or merged with their background.
Cast shadows are the expensive error, because a hard shadow is dark and sits directly against the object it describes, which is also the pattern that signals proximity. Nothing in a single frame separates the two, so the shadow may arrive as a ridge. Hidden sides and interior cavities are likewise unrecoverable, which is why the output is best treated as front-facing surface information rather than a reconstruction of the whole object.
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A direction stored per pixel means nothing until the space and the channel order are known. Provider output may be expressed in camera space rather than the tangent space a material expects, and the green channel differs between OpenGL- and DirectX-style pipelines. Neither convention is wrong; connecting an unchecked map to a shader and adjusting the material until the lighting merely looks acceptable is what consumes the afternoon.
Verify four things against a known surface such as a lit sphere: axis orientation, channel order, handedness, and whether values are object-, tangent-, or camera-relative. A sphere or a cube answers that faster than a full render. The versioned manifest in the production bundle records what was produced, so the check is repeatable instead of being reconstructed from memory.
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The approved job returns a bundle rather than one file. Depth and normals come from the same estimate, which is what makes a later seam diagnosable: when the two are produced by unrelated preprocessors, a crease in one can sit a pixel away from the crease in the other and the shading artefact belongs to neither. The bundle also carries raw floating-point depth, the true 16-bit forward and inverse pair, a watertight mesh, and a parameter manifest, with a point cloud, GLB, and camera data when the provider supplies them.
Provider asset links are temporary, typically about an hour, and DepthCarve does not keep the ZIP. Move the bundle into the project archive as soon as it downloads. One approved job costs one credit, a failed provider call returns its debit automatically, and re-encoding the same approved job never charges twice.
Five bounded stages
Check source contrast, edge detail, border clutter, and resolution before an AI call is trusted.
Adjust the subject mask, background, curve, detail, smoothing, taper, frame, and real dimensions for free.
Compare beam or tool size, tonal slices, slope, base, manifold topology, and bounding box with the real setup.
Approve one successful production job only after the free 2D and 3D previews earn acceptance.
Download one verified ZIP and inspect it in LightBurn, CAM, or a slicer before committing production material.
Choose by next action
| Output | Use it for | It does not guarantee | Cost |
|---|---|---|---|
| 8-bit PNG | Preview, mask, laser and compositing tests | Physical scale or machine settings | Free |
| Compatible 16-bit PNG | Compatibility with grayscale depth workflows | Additional source precision | Free |
| Preview STL | Low-cost scale and import checks | Printability, tool reach, or safe G-code | Free |
| Production job bundle | Raw EXR, true 16-bit pair, STL, preview and manifest | Hidden surfaces or certified metric truth | 1 credit |
Straight answers
No, and that requirement is the reason this page exists. Tools that convert a height field assume you already own one. This path estimates relative geometry from a single photograph and takes the orientation from that same estimate.
Not automatically. Confirm the coordinate convention first, then convert to the tangent-space or object-space format your renderer expects. A map that lights acceptably is not the same as a map that is correct for the pipeline.
Treat it as unverified until you compare it against a known surface. Invert the green channel if your renderer expects the opposite convention, and rely on the manifest to record what was produced rather than on memory.
It describes front-facing structure well enough for look development, masks, and relief work. Reflective or textureless surfaces mislead it, and hidden sides are not recoverable, so compare the orientation against the depth output instead of trusting a shaded preview.
Inspect the depth field the normals are derived from.
Produce a height field when your tool expects one as input.
Decide which field your renderer or CAM package reads.
Decide whether the job needs distance or direction.
Step-by-step photo workflow and the channel checks.
Preview the idea. Pay for usable output.
Start without an account. When a professional format earns approval, use the welcome credit or choose a pack that matches the shop's workload.