Ultimate Asset Organizer - Materials V2
I’ve got 30GB of random PBR folders from Poly Haven / ambientCG / random Gumroad stuff. Do I need to reorganize everything first?
Nope. Point Ultimate Asset Organizer - Materials at the root folder and let it walk through the subfolders. It will pick out your valid texture sets, ignores junk/helper folders (like renders or previews), and builds materials from what’s already there. You only need to tweak settings (UDIM / heuristic search) if your library is very custom.
Is this going to mess up my existing project or rename/move my textures?
No, it doesn’t touch your original texture files. The add‑on just reads the images, builds materials in your .blend, and (optionally) creates temporary proxy textures in a separate folder for previews. When it cleans up, it removes its own proxy cache only. Your source textures and existing project data stay exactly where they are.
I’ve had Blender crash before when I tried to render a lot of thumbnails. How “safe” is the preview step?
That’s exactly what Step 4 is built around. It uses lower-res proxy textures, shows you an estimate of RAM usage before you press go, and displays your live free memory while it runs. You can cancel the job at any time, and it won’t corrupt your file or delete finished previews. If you’re on a tight machine, just start with smaller proxy sizes (256/512) and work up.
What kind of texture sets does it handle? (UDIMs, packed ORM, weird map names…)
t’s designed for common PBR workflows: standard BaseColor/Roughness/Metal/Normal sets, packed ORM/ARM/RMAO maps, and UDIM tiles. As long as the filenames contain sensible map hints (color, rough, metal, norm, ao, etc.), it will wire them into a Principled BSDF. UDIM mode groups tiles into a single material and uses the 1001 tile for previews so you don’t blow up your RAM.