Advanced Usage --> Importing Materials

Modified on Fri, May 10, 2024 at 3:59 PM

Importing Materials

Eli Mantell

Last Update 2 years ago

Importing materials works basically the same way as 3D models. Using the Import menu, select Material, then choose the base map of the material you want to import. SceneForge will then check the enclosing folder for other maps that are part of the same material (Normal, Metallic, etc). 

Once the material is imported (this should be near instantaneous), it will be available in the "Custom" category of the Material Selection window.

Material Texture Names

PBR Materials are made up of multiple "maps", or image files. You only need one image to successfully import a material in SceneForge. However, when paired with additional maps, the materials will be much more realistic. 

This is a great explanation of what different texture maps do. 

At the moment SceneForge only recognizes Base Maps, Normal/Bump Maps, and Metallic Maps. In the future, a full PBR workflow will be supported.

When selecting your texture file, select just the base image. This is essentially the main texture (sometimes called "Color" or "Albedo"). Assuming that all additional maps share the same prefix, SceneForge will automatically bring those in as well. Most material folders downloaded from the internet will use this naming convention.

For example:

  • My folder contains "myMaterial_base.png", "myMaterial_normal.png", "myMaterial_metallic.png".
  • You only have to select the primary/base/color/albedo texture ("myMaterial_base.png"), and because all other associated files share the prefix "myMaterial", they will be imported as well.

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