> For the complete documentation index, see [llms.txt](https://docs.d5render.com/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://docs.d5render.com/user-guide/material/what-is-the-correct-naming-convention-when-importing-pbr-maps-with-one-click.md).

# What is the correct naming convention when importing PBR maps with one click?

The PBR material system contains two sets of workflows, the metallic/roughness system and the specularity/glossiness system, which D5 supports belongs to the metallic/roughness workflow. The texture imported by the user should conform to the suffix naming rules of this workflow in order to correctly identify the material effect.

The Metallic/Roughness workflow mapping suffix naming and mapping slot corresponding rules are as follows:

* \[ Base color ] slot：\_color（\_col） /\_base color /\_basecolor /\_albedo
* \[ Specular ] slot：\_specularLevel
* \[ Metallic ] slot：\_metallic / \_ metalness
* \[ Normal ] slot：\_normal（\_nrm） /\_bump
* \[ roughness ] slot：\_roughness(\_rough)
* \[ AO ] slot: \_ambient occlusion(\_ao)
* \[ Opacity] slot：\_opacity
* \[ Height ] slot：\_displacement(\_disp)/\_height

Other mapping suffixes may cause incorrect effects or failure to import, so please correct them yourself. Among them, the normal mapping format used by D5 is Direct X.
