Import and Export Poly Haven Textures
This guide covers the Poly Haven source on Texture Folder and the matching destination on Export Texture. Both use Poly Haven’s own suffix naming, including the packed arm file, so a downloaded folder imports as one texture set and an exported folder reads like one of theirs.
| Setting | Value |
|---|---|
| Destination | Poly Haven |
| 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_diff.png | Base Color | PNG 8-bit | Color |
oak_bark_nor_gl.png | Normal | PNG 16-bit | Packed normal, OpenGL |
oak_bark_rough.png | Roughness | PNG 16-bit | Linear data |
oak_bark_metal.png | Metallic | PNG 16-bit | Linear data |
oak_bark_ao.png | Ambient Occlusion | PNG 16-bit | Linear data |
oak_bark_disp.png | Height | PNG 16-bit, or EXR 16-bit (half) outside 0 to 1 | Linear data |
oak_bark_alpha.png | Opacity | PNG 16-bit | Linear data |
oak_bark_emission.png | Emissive | PNG 8-bit | Color |
oak_bark_arm.png | Packed: R Ambient Occlusion, G Roughness, B Metallic | PNG 8-bit | Linear data |
Why arm is written beside rough, ao, and metal
Section titled “Why arm is written beside rough, ao, and metal”Poly Haven’s catalog offers the packed file and the separate maps as independent downloads, so a folder in this naming may hold either or both. Writing all of them is what makes the folder read like one of theirs. It costs one extra file per asset. Untick the box at the start of the arm row if you only want the separate maps.
The arm fill values
Section titled “The arm fill values”A lane whose role the set does not carry is written with a declared value rather than left empty: Ambient Occlusion 1.0, Roughness 1.0, Metallic 0.0. The chip under the row turns amber and says which value went in.
After export
Section titled “After export”Nothing to set. This is a file naming convention, not an engine. The folder is meant to be read by whatever reads Poly Haven downloads, including ArcBrush itself.
Reading a Poly Haven folder
Section titled “Reading a Poly Haven folder”Point Texture Folder at the folder and set Source to Poly Haven, or leave it on Auto. The line under the combo says what Auto matched, such as “Auto detected Poly Haven: 7 of 7 file names match. Pick a source to override.”
Separate maps win over arm
Section titled “Separate maps win over arm”When the folder holds both arm and the separate maps, each role’s own file is read and the matching arm lane is listed as Skipped with the reason “Its own file is read: oak_bark_rough.png.” Only the roles no separate file supplies come out of arm. An arm red lane that is empty is dropped rather than imported as a fully occluded map.
To read a lane anyway, open the file in the Files section and pick <role> (read this lane instead).
The _gl and _dx pair
Section titled “The _gl and _dx pair”A Poly Haven download usually carries both nor_gl and nor_dx. Texture Folder reads the one matching the node’s Normal Convention and lists the other as Skipped with the reason “The DirectX version of the same map. oak_bark_nor_gl.png is read.” That is never an error.
Worth checking
Section titled “Worth checking”Poly Haven documents arm as “Packed: Ambient, Roughness, Metallic” and does not state which channel holds which. The order used here (R ambient occlusion, G roughness, B metallic) follows the acronym and matches every other destination in these guides, but it is not confirmed by a Poly Haven sentence. Check it once against a real arm download that also ships its own rough file: unpack the green lane and compare.
References
Section titled “References”- Texture technical standards (Poly Haven): the suffix list.
Related
Section titled “Related”- Texture Sets
- Texture Folder
- Export Texture
- 3D Render, to preview the imported material on a mesh
- All texturing guides