> For the complete documentation index, see [llms.txt](https://help.transmutr.com/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://help.transmutr.com/importing/materials-only.md).

# Materials only

Transmutr can convert **materials without any geometry**. This is useful for building SketchUp / renderer material libraries from texture sets.

<figure><img src="/files/PyEiq38pYKrOTc4TwD2N" alt="" width="563"><figcaption></figcaption></figure>

## How it works

1. On the file selection screen, browse or drop **texture image files** (and optionally a ZIP of maps) instead of a 3D model.
2. Transmutr creates a new material and **matches maps to slots from file names** (diffuse, normal, roughness, metalness, and so on).
3. A **Material import** confirmation screen appears so you can fix any mismatched slots.
4. Confirm. You enter the edit stage with the **Materials** tab only (no Geometry tab or Outliner).
5. Preview the material on a **sphere** or **plane** in the viewport, adjust settings, then **Export**.

{% hint style="info" %}
Exporting a materials-only session writes a SketchUp file that contains the materials. You can also start from creator material packs via the Content creators menu.
{% endhint %}

## Tips for good map matching

* Keep standard suffixes in file names (`_Diffuse`, `_Normal`, `_Roughness`, `_Metalness`, `_AO`, and similar).
* Drop all maps for one material together so Transmutr groups them as a single material.
* After import, switch the viewport to **Render** mode to judge reflections and normals.
* Use **automations** (Studio / Creator) if you always need the same post-processing (for example force roughness to a value when the name contains `wood`).

## Related

* [Materials](/materials.md)
* [Supported formats](/importing/supported-formats.md)
