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blender tools

PBR material from a folder of maps

Build a full PBR material from a folder of texture maps by recognising each file from the words in its name: base colour, roughness or gloss, metallic, normal (OpenGL or DirectX), height, ambient occlusion, opacity and emission, with the right colour spaces. Use it to import texture sets fast.

Recorded render of PBR material from a folder of maps

What this component contains

  • ATTRIBUTION.md
  • LICENSE
  • README.md
  • component.json
  • graphcheck.py
  • material_pbr_from_folder.py
  • meshcheck.py
  • preview.png
  • test_material_pbr_from_folder.py
  • test_package.py
  • verification/native.json

How it works

Operator
baltor.material_pbr_from_folder
Parameters
material_name, folder, uv_scale, normal_strength, displacement_scale, ao_strength, assign
Result
One material with image nodes; assigned to the active object.
Blender
4.2 or later
Axes
Blender Z up, -Y forward
Units
metres

Recorded checks

blender 5.2.1 LTS (hash 9e2066aef7ef built 2026-08-25 02:12:34)

  • addon_install_and_enable
  • operator_runs_with_defaults
  • blender_data_matches_core
  • addon_disable_unregisters
  • script_mode_runs
  • clean_reopen_addon_file
  • clean_reopen_script_file
  • gltf_separate_export
  • engine_output_clean

Limits to consider

Recognition is by file name tokens only; files with unusual names are listed as ignored, and when two files match one channel the first in sorted order wins and the rest are reported. Packed channel maps (such as ORM) and UDIM tile sets are not split. Height goes through the Displacement node, which renders as bump unless the material's displacement method is changed. Verified in Blender 5.2.1; written for the 4.2 API.