Auto-Assign by Name & Color Space
Auto-Assign by Name
Matches every still-unassigned image against the model's material names, then reads the rest of each filename to guess its PBR layer — looking for keywords like "normal", "basecolor" / "albedo" / "diffuse", "metal", "rough", "occlusion" / "ao", "emissive", "height" / "bump", "opacity" / "alpha", and "specular". Materials are tried longest-name-first, so a material named "Metal" can't steal a texture that actually belongs to "MetalM". This runs automatically right after images are dropped onto the app or imported; the button just repeats it on demand.
Color Space override
Available only when viewing an individually-selected source texture (not Checker/Grey, not a generated bake). Toggles between sRGB (Color) and Linear (Data), overriding how the image is decoded for PBR Preview specifically — ordinary color photos and paint (Base Color, Emissive) want sRGB decoding, while data encoded directly as numbers (Normal, Metallic, Roughness, Occlusion) wants Linear so the raw values reach the shader unmodified. This only affects the PBR-shaded render; the flat image canvas always shows the raw file exactly as stored.