Import and Export ambientCG Textures
This guide covers the ambientCG source on Texture Folder and the matching destination on Export Texture. Both use ambientCG’s whole-word naming (Color, NormalGL, Metalness, AmbientOcclusion), so a downloaded material imports as one texture set and an exported folder reads like one of theirs.
| Setting | Value |
|---|---|
| Destination | ambientCG |
| Filename Template | {name}_{channel} |
| Normal Convention | OpenGL |
Files written
Section titled “Files written”Shown for a set named oak_bark with all eight roles (how to read these tables). A set with fewer roles writes fewer files.
| File | What it holds | Container and depth | Encoding |
|---|---|---|---|
oak_bark_Color.png | Base Color in RGB, and an alpha that is opaque unless the Opacity row sends the cutout here | PNG 8-bit | Color |
oak_bark_NormalGL.png | Normal | PNG 16-bit | Packed normal, OpenGL |
oak_bark_Roughness.png | Roughness | PNG 16-bit | Linear data |
oak_bark_Metalness.png | Metallic | PNG 16-bit | Linear data |
oak_bark_AmbientOcclusion.png | Ambient Occlusion | PNG 16-bit | Linear data |
oak_bark_Displacement.png | Height | PNG 16-bit, or EXR 16-bit (half) outside 0 to 1 | Linear data |
oak_bark_Opacity.png | Opacity | PNG 16-bit | Linear data |
oak_bark_Emission.png | Emissive | PNG 8-bit | Color |
Nothing is packed.
Writing the DirectX twin
Section titled “Writing the DirectX twin”ambientCG packages ship NormalGL and NormalDX together. ArcBrush writes the one convention you choose, under the NormalGL name. To write the DirectX file instead, set Normal Convention to DirectX and rename that row to NormalDX, so the name still describes the file.
After export
Section titled “After export”Nothing to set. This is a naming convention rather than an engine.
Reading an ambientCG folder
Section titled “Reading an ambientCG folder”Point Texture Folder at the folder and set Source to ambientCG, or leave it on Auto.
- A real ambientCG download holds both normals. The one matching the node’s Normal Convention is read and the other is listed as Skipped, never as a conflict.
- A file named
Metal046A_1K-PNG_Color.pngworks as it stands. The resolution and format tags in the middle of the name are recognized and kept out of the asset name. - A cutout in the
Coloralpha comes back as the set’s Opacity, and anOpacityfile in the folder wins over it.
References
Section titled “References”- Changes to the filename structure of PBR materials (ambientCG).
Related
Section titled “Related”- Texture Sets
- Texture Folder
- Export Texture
- 3D Render, to preview the imported material on a mesh
- All texturing guides