BS-JD-202 - PBR texture-set auto-detection #17
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area:animation
area:assets
area:audio
area:brushes
area:build-release
area:extensions
area:governance
area:hierarchy
area:inspector
area:navigation
area:operators
area:physics
area:project-ux
area:quality
area:rendering
area:runtime
area:scene-io
area:terrain
area:viewport
priority:P0
priority:P1
priority:P2
priority:P3
roadmap:jackdaw
roadmap:production
type:architecture
type:docs
type:epic
type:feature
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Reference: Falling-Metal-Interactive/Blacksite#17
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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
Acceptance criteria
Tests/docs
Fixture tests for naming conventions and edge cases. Update asset import docs.
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.
Closed against M2 candidate
cf6eabaPBR 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.