Texture Naming

The editor can automatically assign the textures in a Material as long as they follow the naming conventions below.

Texture Type Suffix
Base Color / Albedo / Diffuse _color
Normal Map _normal
Roughness _rough
Metallic _metal
Ambient Occlusion _ao
Opacity / Alpha / Transparency _trans
Emissive / Self Illumination _selfillum
Tint Mask _mask
Blend Mask _blend
Height _height

For example:
sand_color.png, sand_normal.png, sand_rough.png

These suffixes are defined by the shader. Custom shaders may use different naming conventions.

Right-click a texture in the Asset Browser and select Create Material. Any textures with a matching base name (e.g. sand) will be assigned automatically.

You can also use Auto Fill in the Material Editor to save some time. Assign one texture and it will populate the remaining slots automatically.






Created 8 Apr 2026
Updated 6 May 2026