BS-JD-202 - PBR texture-set auto-detection #17

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opened 2026-06-06 01:47:20 -04:00 by Rbanh · 2 comments
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Summary

Detect texture sets from filenames and generate draft materials automatically.

Why

Imported asset folders often contain albedo/normal/roughness/metallic/AO maps that should become usable materials without manual setup.

Implementation notes

  • Add filename pattern detection for common PBR map suffixes.
  • Group sibling textures into draft material assets.
  • Let users review and accept generated materials.
  • Keep source texture refs stable and repairable.

Acceptance criteria

  • Common PBR texture sets are grouped automatically.
  • Draft materials can be reviewed before committing assets.
  • Generated material asset names are deterministic and collision-safe.
  • False positives can be rejected without dirtying project data.

Tests/docs

Fixture tests for naming conventions and edge cases. Update asset import docs.

## Summary Detect texture sets from filenames and generate draft materials automatically. ## Why Imported asset folders often contain albedo/normal/roughness/metallic/AO maps that should become usable materials without manual setup. ## Implementation notes - Add filename pattern detection for common PBR map suffixes. - Group sibling textures into draft material assets. - Let users review and accept generated materials. - Keep source texture refs stable and repairable. ## Acceptance criteria - [ ] Common PBR texture sets are grouped automatically. - [ ] Draft materials can be reviewed before committing assets. - [ ] Generated material asset names are deterministic and collision-safe. - [ ] False positives can be rejected without dirtying project data. ## Tests/docs Fixture tests for naming conventions and edge cases. Update asset import docs.
Rbanh added this to the M2 - Content workspace and asset pipeline milestone 2026-06-06 01:47:20 -04:00
Rbanh added the
roadmap:jackdaw
type:feature
priority:P1
area:assets
labels 2026-06-06 01:47:20 -04:00
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Owner

M2 coordination: epic #59 now pairs this ticket with editable imported-material extraction #63. Keep this ticket focused on filename-based PBR grouping for loose textures; glTF/FBX source-material conversion and reimport policy live in #63.

M2 coordination: epic #59 now pairs this ticket with editable imported-material extraction #63. Keep this ticket focused on filename-based PBR grouping for loose textures; glTF/FBX source-material conversion and reimport policy live in #63.
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Owner

Closed against M2 candidate cf6eaba

PBR texture grouping is implemented through shared content-pipeline planning and reviewed Content Browser transactions. It supports inferred/explicit groups, collision-safe publication, stable registry references, deterministic packed output, cancel/failure rollback, and focused grouping/processing coverage.

Consolidated code, deterministic, native, and package evidence: M2 evaluation record. Candidate gates passed in full and the commit is published on codex/m2-content-workspace.

## Closed against M2 candidate `cf6eaba` PBR texture grouping is implemented through shared content-pipeline planning and reviewed Content Browser transactions. It supports inferred/explicit groups, collision-safe publication, stable registry references, deterministic packed output, cancel/failure rollback, and focused grouping/processing coverage. Consolidated code, deterministic, native, and package evidence: [M2 evaluation record](https://git.spacetrainclubhouse.com/Falling-Metal-Interactive/Blacksite/src/commit/cf6eaba53473d2825d0109f5a18f44794af5bd48/docs/editor/evaluations/content-workspace-m2/README.md). Candidate gates passed in full and the commit is published on `codex/m2-content-workspace`.
Rbanh closed this issue 2026-07-17 23:46:23 -04:00
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Reference: Falling-Metal-Interactive/Blacksite#17
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