Bulk Import

Bulk Import

Bulk Import lets you point USL at a folder of PBR textures and it will automatically assemble them into a new shader, correctly wired and ready to use from your library, with no manual setup required.


How It Works

USL scans your folder and identifies texture maps by their file names (e.g. _diffuse, _normal, _roughness). It builds a complete shader network with all detected maps connected to the correct inputs, then adds it to your local shader library.


Running a Bulk Import

  1. Open USL and click the Import button in the toolbar
  2. In the import window, click Choose Folder and navigate to your texture set
  3. USL will scan the folder and display the maps it has found
  4. Fill in the details for your new shader:
FieldDescription
NameThe display name for the shader in your library
CategorySurface type (e.g. Metal, Fabric, Concrete), used for category browsing
TagsComma-separated keywords to make the shader searchable
  1. Click Import. USL builds the shader and adds it to your library immediately

Supported Texture Maps

USL recognises the following suffix conventions when scanning a folder:

MapDetected suffixes
Diffuse / Albedo_diffuse, _albedo, _color, _col, _basecolor
Normal_normal, _nrm, _nor
Roughness_roughness, _rough, _rgh
Metalness_metalness, _metallic, _met
Height / Displacement_height, _disp, _displacement
Ambient Occlusion_ao, _ambientocclusion
Opacity / Alpha_opacity, _alpha

Maps that are present are connected; maps that are missing are skipped. The shader will work correctly with whatever subset of maps you provide.


After Importing

Your new shader appears in the library immediately under the category and tags you specified. From there it works exactly like any built-in material. Click it once to push it into your connected DCC as a fully-built shader network.

You can edit the name, category, and tags at any time by right-clicking the shader card in your library and selecting Edit Details.


Next Steps