Image Info & Assign to Material

·

The Image Info readout showing dimensions, bit depth, and Has Alpha, above the Material and PBR Layer dropdowns and the Assign Image to Material button
The Image Info readout above the Material / PBR Layer dropdowns used to assign the current image.

Readout

Shows the image's name, its dimensions in pixels, a fixed bit-depth line, and a Has Alpha flag — determined by actually sampling pixels for a non-opaque alpha value, not just reading a format flag, so it stays accurate even for formats that always carry an alpha channel technically but never use it.

Assign Image to Material

Shown whenever the model has at least one material. Two dropdowns: Material lists every material on the model by name, and PBR Layer lists every assignable role, grouped into glTF-core roles (Base Color, Normal, Metallic, Roughness, Occlusion, Emissive, Anisotropic — Metallic and Roughness always listed separately, never as one combined entry, since packing them is purely a file/export convention) and legacy Phong-style roles (Specular, Ambient, Height, Shininess, Opacity, Displacement, Reflection — exported to FBX/OBJ/Collada but with no live PBR preview), plus a "None" entry to un-tag an image.

Clicking Assign Image to Material makes the currently-viewed image that material's chosen PBR layer, creating the layer if it didn't exist yet. Every preview and bake reads this assignment directly, so the change is visible immediately. Assigning to the Normal role also adopts the image as the model's normal map if none was set yet.