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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.

SettingValue
DestinationambientCG
Filename Template{name}_{channel}
Normal ConventionOpenGL

Shown for a set named oak_bark with all eight roles (how to read these tables). A set with fewer roles writes fewer files.

FileWhat it holdsContainer and depthEncoding
oak_bark_Color.pngBase Color in RGB, and an alpha that is opaque unless the Opacity row sends the cutout herePNG 8-bitColor
oak_bark_NormalGL.pngNormalPNG 16-bitPacked normal, OpenGL
oak_bark_Roughness.pngRoughnessPNG 16-bitLinear data
oak_bark_Metalness.pngMetallicPNG 16-bitLinear data
oak_bark_AmbientOcclusion.pngAmbient OcclusionPNG 16-bitLinear data
oak_bark_Displacement.pngHeightPNG 16-bit, or EXR 16-bit (half) outside 0 to 1Linear data
oak_bark_Opacity.pngOpacityPNG 16-bitLinear data
oak_bark_Emission.pngEmissivePNG 8-bitColor

Nothing is packed.

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.

Nothing to set. This is a naming convention rather than an engine.

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.png works 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 Color alpha comes back as the set’s Opacity, and an Opacity file in the folder wins over it.