Changing different among of images automatised during runtime

Hello guys,
i want to build a list/table that visualizes different images and be able to scroll on them.
First of all, the c# code i have so far:

using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using UnityEngine.UI;

public class ScrollableList : MonoBehaviour
{
    public GameObject itemPrefab; //this is the item that gets multiplied x times
    public int itemCount = 10, columnCount = 1;

    void Start()
    {
        RectTransform rowRectTransform = itemPrefab.GetComponent<RectTransform>();
        RectTransform containerRectTransform = gameObject.GetComponent<RectTransform>();

        //calculate the width and height of each child item.
        float width = containerRectTransform.rect.width / columnCount;
        float ratio = width / rowRectTransform.rect.width;
        float height = rowRectTransform.rect.height * ratio;
        int rowCount = itemCount / columnCount;
        if (itemCount % rowCount > 0)
            rowCount++;

        //adjust the height of the container so that it will just barely fit all its children
        float scrollHeight = height * rowCount;
        containerRectTransform.offsetMin = new Vector2(containerRectTransform.offsetMin.x, -scrollHeight / 2);
        containerRectTransform.offsetMax = new Vector2(containerRectTransform.offsetMax.x, scrollHeight / 2);

        int j = 0;
        for (int i = 0; i < itemCount; i++)
        {
            //this is used instead of a double for loop because itemCount may not fit perfectly into the rows/columns
            if (i % columnCount == 0)
                j++;

            //create a new item, name it, and set the parent
            GameObject newItem = Instantiate(itemPrefab) as GameObject;
            newItem.name = gameObject.name + " item at (" + i + "," + j + ")";

            //move and size the new item
            RectTransform rectTransform = newItem.GetComponent<RectTransform>();

            float x = -containerRectTransform.rect.width / 2 + width * (i % columnCount);
            float y = containerRectTransform.rect.height / 2 - height * j;
            rectTransform.offsetMin = new Vector2(x, y);

            x = rectTransform.offsetMin.x + width;
            y = rectTransform.offsetMin.y + height;
            rectTransform.offsetMax = new Vector2(x, y);
        }


    }

}

So basically i get a table with x columns ( = columnCount) that generated and displays a gameobject for every image i want to show.
I have 3 panels, e.g. the item_prefab panel and in there is a raw image.
This works quite fine with a dummy image. But now i am struggling to load different images in every gameobject.
→ The images (source) name should be from “1.png” to “x.png” where x = itemCount. They are all in a specific folder in my unity project. Can somebody help me on how to replace the dummy-image with the one i need ? (at this moment i am using a raw image in unity).

any particular reason you’re not using layout components and scrollrects?

Is it possible with those to get an undefined number of pictures ? (the number differs every time it is used and is known only at runtime and not at compiletime)
→ this is not the finished version of course. In the finished version there should be a method (not start) that gets the itemcount and columncount as parameter.

Update:
I got the solution now. If anyone runs into a similar problem, here is the answer:

            // set image of each picture
            string texture = "Assets/Images/" + i.ToString() + ".png";

            if (File.Exists(texture))
            {
                Debug.Log("File exists");
                newItem.GetComponentInChildren<RawImage>().texture = (Texture2D)AssetDatabase.LoadAssetAtPath(texture, typeof(Texture2D));
            }
            else
            {
                Debug.Log("File does not exist");
            }