While I can certainly work around this issue, I feel like allowing PbrMaterial.Load to require specific file names (color.png, normal.png, etc.) restricts how I want to organize and import things, specially when I'm dealing with the world outside Monkey2 (i.e. 3d apps and their file paths).
Instead, it would be nice if it just checked for how the name ends (cube_color.png, cube.normal.png, etc.), so that I can write the specific asset name in front of the required strings.
Original Author: DoctorWhoof
Hi,
While I can certainly work around this issue, I feel like allowing PbrMaterial.Load to require specific file names (color.png, normal.png, etc.) restricts how I want to organize and import things, specially when I'm dealing with the world outside Monkey2 (i.e. 3d apps and their file paths).
Instead, it would be nice if it just checked for how the name ends (cube_color.png, cube.normal.png, etc.), so that I can write the specific asset name in front of the required strings.
Thanks!