I Got Tired Of Building Alpha Maps By Hand, So I Built A Blender Addon
Alpha maps are one of those things in Blender that are not hard, exactly — they are just tedious. Every single time you want one, you build the same scene. A plane. A camera pointed straight at it. Flat lighting. Render settings dialled in so the output bakes cleanly. Then you sculpt, render, export, find the file, and start the entirely separate job of turning that image into a brush you can actually use.
Download Plugin: https://www.patreon.com/BraineyBites/posts/alpha-map-plugin-168632470
None of that is creative work. It is setup. And I was doing it often enough that it started to feel worth automating.
What the addon actually does
The Alpha Map Generator lives in the 3D viewport sidebar and splits into two halves. The first, Alpha Map Creation, handles getting an alpha out of Blender. The second, Generate Brushes, handles turning that alpha into something you can paint or sculpt with.
The part that saves the most time is a single button: Setup Alpha Creator Scene. One click and the whole rig exists — plane, camera, lighting, render settings. The thing I was rebuilding by hand every time is just there.
Two ways to make an alpha
You can sculpt one. The addon gives you the plane, you carve whatever detail you want into it, name it, pick a save location, and hit Create Alpha Map. A few seconds later there is an EXR sitting in your folder.

Or you can generate them from images. Point the addon at a folder of reference textures and it processes the batch, producing an alpha map for each one. This is the fast path when you already have source material and do not want to sculpt six things by hand.
Turning alphas into brushes
This is the half that surprised people most when I showed it. Any alpha — whether you sculpted it or generated it — can be converted into a real Blender brush. You pick the type, sculpt brush or texture paint brush, set the default strength and sample bias, and generate.

There is one requirement that will trip you up if nobody tells you: you need an Asset Browser open, and it must be set to Current File rather than All Libraries. Without that, brush creation throws an error. Once you switch it, you can create a catalog and your new brushes sort into it properly instead of being dumped into Unassigned at the top of your list.
Each brush also gets an icon, with two style options and an instant refresh so you can flip between them and keep whichever reads better.
Where it falls short — and I would rather say it than not
Alphas generated from images do not always come out as crisp as the source. If your reference image is low resolution, or the detail is subtle enough that the conversion cannot cleanly read it, you will get something softer than you hoped for. Sometimes the addon simply misses fine detail.
So the honest expectation is this: generated alphas give you a strong starting point, not a finished one. Expect to sculpt and polish on top of them.

That is not a flaw I am trying to talk around. This addon was never meant to sculpt for you. It was meant to delete the twenty minutes of scene setup, baking and exporting that sits between you and the actual work — so that time goes into detail instead of into rebuilding the same plane and camera for the hundredth time.
Getting it
The addon is available on my Patreon. Install is the standard route — Edit, Preferences, Add-ons, Install from Disk, pick the zip, tick it on. The panel appears in your sidebar and you are ready to go.
The full video walkthrough covers every step of this in about six minutes, including the Asset Browser gotcha and the paint brush workflow, which needs a material with an image texture before the brushes will do anything visible.
Download Plugin: https://www.patreon.com/BraineyBites/posts/alpha-map-plugin-168632470