Blender Assets Bundle #55239
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This document contains a list of the built-in assets we would like to include with Blender 3.0.
(NOTE) The in-progress bundle is available here: https://developer.blender.org/diffusion/BL/browse/trunk/lib/assets/. You can download the individual .blends to test them, or get them all via a SVN checkout as explained there.
More info and asset guidelines
For more info and asset guidelines please refer to the dedicated Blender Asset Bundle info Wiki page .
Asset Categories
HDRIs
Outside
Indoor
Studio
Objects (Perhaps distributed as Collections?)
Meshes
Rigs
Added subscribers: @WilliamReynish, @pablovazquez, @dr.sybren
Added subscriber: @mont29
Added subscriber: @renderhjs
Added subscriber: @Rawalanche
I think that one of the included material preset should be thin, translucent foliage for materials such as tree leaves and grass blades (almost no high poly tree models have leaf meshes with thickness, otherwise it would be ridiculously highpoly model).
Currently, Fresnel node is implemented in a very problematic way which makes thin material backfaces appear pretty much metallic, and it requires a ridiculous workaround that pretty much no one without a quite advanced understanding of raytracing renderer theory can figure out and pull off correctly:
I would be very surprised if there were more than 5% of Blender Cycles users who know how to get a thin, double sided translucent material setup right, given how overcomplicated this is.
Principled shader does not cover this as it implements SSS mode which requires some thickness (enter and exit) to calculate SSS effect.
Added subscriber: @JulianPerez
Added subscriber: @mendio
Added subscriber: @Djay
Added subscriber: @ideasman42
Some details to iron out:
Added subscriber: @htuncay-4
Added subscriber: @MichaelParucha
I think this is a good idea, but please don't include this with blender. This should be optional, and the assets should be bundled by category:
This should be updated for every Version of Blender to be compatible. For example rigs are often outdated.
I don't know about:
How about:
Campbell: I'll attempt to answer your questions, from the perspective of what I think we collectively agreed during the Code Quest.
Who manages this?
I imagine the task of setting up and managing a call for content will be managed by Pablo Vasquez and myself, just as we did for Matcaps. We still value input, of course. The Asset Manager + Browser is a separate task, though, which I think was a job for Bastian?
Where will this be hosted? (It's own subversion repository? - or use "lib/resources"... or something else?)
Same as matcaps?
How to structure this? (one blend for all assets, split them all into single files?)
Depends somewhat on exact implementation. Single asset per .blend is easiest for us, as well as users, to manage. That way we can just replace one file to replace one asset.
Does this rely on depend on having a working asset manager?, or can we do this without one?
The call for content can be done without, but we should wait with including them until we have the Asset Manager included. Otherwise, we have no way to browse them, which largely defeats the purpose.
Will this be included in daily builds?
I imagine so. I suppose we could have some sort of build flag to not include them for certain builds if we want to.
Will we have a light version of Blender w/o these assets?
Hopefully this would not be necessary, as we can make sure they are quite small. On the Blender Cloud, we can have a more extensive list of large assets.
Will materials need to be made for both EEVEE and Cycles?
Yes, I think we should require that they work for both, now that they are largely compatible. We should take advantage of this fact.
Added subscriber: @hjsrabi
Added subscriber: @Burak
Removed subscriber: @Burak
Added subscriber: @T.R.O.Nunes
Added subscriber: @0o00o0oo
Added subscriber: @PierreSchiller
If this thread is still going on:
Added subscriber: @Frazier
I have messed around with parralax node setups with the idea of building materials with 3d data built in with a pipeline something like substance. It works but there is a limit on node counts that lowers the potential and mixing multiple smart materials is impossible with these limits. I simply have to mix prefab PBR to get the results.
1 Could we simplify a parralax group node to a true single node? Perhaps compile a node recreating the group node with code that isn't limited to CPU render.
2 raise the limit on nodes or reference other source materials to mix into one material? Say one procedural outputs as a material but that resulting material could have a new input into another material that simplify it to one single node.
Best example I have because I don't have time to make an example ATM.
https://youtu.be/YcGR-Q60Hxc
Added subscriber: @JulianEisel
Moving to the Asset Browser workboard. This is sort of an implicit sub-project of #user_interface and #data_assets_i_o, but more focused and avoids cluttering other workboards with tasks that are handled as part of a project anyway.
Added subscriber: @blenderrocket
Added subscriber: @RedMser
Added subscriber: @KickAir8p
Added subscriber: @pjj
Added subscriber: @Kdaf
Added subscriber: @marcelp102
Added subscriber: @michaelknubben
Rather than including this, wouldn't it make sense to have it as a repository? This way updates could be done to specific assets, people would only need to 'download' what they actually need, and:
This could be hosted on the cloud as a 'free sampler', enticing people to subscribe to get the rest, like textures etc.
Added subscriber: @KenzieMac130
I second this... There needs to be a way to keep a lightweight installation for people who just want a clean blender install. Also how will this handle multiple versions of blender? Surely you don't have to re-download all assets in order to upgrade. Maybe it should be an option in the installer to download or update the library and maybe enable an addon to manage remote downloading of assets? Integrating with the blender cloud would be a good solution to handling this.
The asset bundle should be usable entirely without internet connection.
I think it's relatively unlikely that we'll actually include the bundle with the Blender download, it will probably be a separate download. There can be ways to make the download and set up easier, like buttons in Blender to open a web-browser at the download page and to one-click install the downloaded bundle. The installer could also help I think.
The bundle has to be put into a centralized location, like the preferences or other user configurations, so multiple Blender versions can access it. Either the user manually sets up the asset library path via the preferences, or we have a default location to install it to (like,
~/.config/blender/assets/
).We can also provide the online repository as alternative way to access the assets, but this would have to be opt-in via an add-on that is not enabled by default (following the *Privacy and Internet access// rules from blender.org).
Also, this bundle should be looked at as a general Blender feature. Such things should not advertise the Blender Cloud, so I don't think hosting there is an option. This is something for the regular Blender download page.
I wrote up some things about this and other topics in a document .
When it comes to humans I would note here that it might not be the best idea to ship with human models of low diversity. It would be near impossible to cover every possible gender expression, build, culture, or ethnic background and selecting a few that seem "most relevant" or "useful" is bound to be an unfortunate issue. Customizable base meshes via shape keys to adjust proportions might be helpful though for starting sculpts does seem like a good idea but then you get into the territory of dealing with accurate anatomy, user feedback on usability not to mention how much real world human anatomy would be acceptable to blender's general audience. I feel like the makehuman team can handle this area better as this feels like something an entire team would have to be painstakingly invested in and mindful of. I think providing high quality various customizable hair and skin materials would be an excellent idea though, as that tends to be an area as not a whole lot of resources are freely available.
Added subscriber: @Harvester
Added subscriber: @Pipeliner
Added subscriber: @MetinSeven-1
@JulianEisel The first Asset Bundle files are finished and can be downloaded here .
Any suggestions regarding the assets are welcome, thanks. In the mean time I'll continue working on the materials.
─ Edit: changed the URL to the new Asset Bundle location.
Added subscriber: @LucianoMunoz
I would love that all these assets were hosted in the blender cloud and be part of it on the one hand encouraging more subscribers on the other hand keeping blender light weight but ready to connect to a massive online library of high quality assets.
@LucianoMunoz From what I know this is not something the BF would support. Blender should not be used as a platform for Blender Cloud advertisement. AFAIK there are even plans to move the official demo files out of there because of that reason.
But I do think we can provide an add-on to connect to an online repository for the bundle, plus an add-on to browse the Cloud assets. But note that a) this has to be disabled by default to comply to our Privacy and Internet Access promise, and b) there needs to be an easy way to use the bundle without internet connection. The bundle might not necessarily come bundled with Blender (because of the download size) but come as an additional download with easy setup (e.g. drag & drop a .zip into Blender).
Added IES lights to the list (thanks Dalai for the suggestion).
It would be nice to bundle a bunch of IES lights with the typical previews of their falloff. Currently users have to download and set them up by themselves.
To set them up as assets, the .ies file can be loaded into the Blender text editor (double check they have a fake user!). Then, when adding a IES Texture node for a lamp, the text data-block can be selected there. The preview should be manually created. I'd say the light (so the object-data, not the object) can be the asset, so it's not just shown with the regular objects.
Tested it, and it works just fine:
@JulianEisel Thanks! I'm gradually working through the asset list, and will look into adding this as well.
Looks promising so far! A few thoughts:
Since the library will be small, any of these that rely on image textures might become more cliche than artistically helpful. There are a lot of better affordable/free texturing libraries out there that cover tens of thousands of different surfaces. It would probably be better to focus the library on creating PBR starting points with measured base colors (various metals, and dialectic) or useful procedural examples rather than any finalized production materials.
There are many different shapes a room can take on and this category doesn't seem too useful atm. Maybe this category could be better suited for demonstration stuff like cornel boxes/simulation test scenes/etc?
I think it would be best not to bundle dated gender binary assumptions into the software. Standards around character creation software are moving away from that nowadays.
For volumetrics I would rather see form generation done in volume geometry nodes (when possible) instead of inside the material. That way it can be exported to VDB and won't be as heavy to render.
I would hold off on cheese in particular until blender has VDB SDF support. Density volumetrics aren't the best way to go about this and cannot represent the spherical holes or angles properly without aliasing/stepping
Feels like this area is a good candidate to focus on demonstrating parametric modeling in geometry nodes.
Added subscriber: @SimonThommes
@SimonThommes offered his collection of free shaders to be included, which would be awesome of course! The studio may also be able to lend his brain for a bit to work on more materials for the bundle.
I guess that would be the materials here https://simon-thommes.com/free-stuff?
@JulianEisel That's great! I was just looking into a procedural fabric shader, but Simon's Knittr material would be perfect.
Shall I start a Blender Wiki page with the administration of which materials have already been created, which materials are still missing, and a general instruction text for contributors, like I've done for Blender demo scenes ? Or do you prefer to update this task for that?
Generally I think ongoing work should be kept here on Phabricator. That makes it easier to track progress and doesn't fragment things further. Guidelines and other documentation (e.g. the current list of assets in the bundle with credits) make sense to keep on the Wiki.
@MetinSeven-1 if you think it helps, feel free to create sub-tasks for this, e.g. one for each category.
Added subscriber: @YAFU
Hi.
Regarding "When we have the list nailed down, we will do a community call for assets, so that we can go ahead and collect high quality assets."
Since this entry has been created in 2018, is that call to the community ongoing? I don't think I have seen any entry about it for example in the Blender Artists forum, where many artists frequent it. I mean, the explicit call for collaboration.
Hi @YAFU ,
The community call sentence was only added recently. We're wrapping up the asset list, I'm going to create a Blender Wiki page with instructions for contributors, and when everything is prepared I'll approach Blender artists via user community platforms.
@MetinSeven-1 : OK, thank you.
Added subscriber: @MartinJann
Hi, I´m following the development of the Asset Browser, since I´m selling a lot of Blender models on my store www.vizpark.com , including plants, HDRIs, textures and decoration.
I think this cloud library is great and I´d like to contribute some assets, if possible. I read that this should not be used for advertising, so I´m wondering how developers like me could benefit from the asset cloud library perhaps ?
Built-In Assetsto Blender Assets BundleAdded subscriber: @antoniov
Added subscriber: @wevon-2
As a reminder to devtalk, I leave here the link of a spherical model with the Blender logo in case you are interested in showing the material presets with it.
In addition to differentiating materials from other programs, I think having a corner, cavity, overlap, and narrow wall can help you understand the properties of some materials.
If you are interested, feel free to use it.
https://devtalk.blender.org/t/new-icons-for-blender-2-8x/4651/1095?u=wevon
https://devtalk.blender.org/t/new-icons-for-blender-2-8x/4651/1103?u=wevon
https://drive.google.com/file/d/1-bXdyIkByzFmu6qoi9ObN9vPo_x15LqD/view
Added subscriber: @AndyCuccaro
Added subscriber: @Nico-Traber
Added subscriber: @triget
Added subscriber: @CrossmindStudio
Hi,
Is there a way to store brush settings and textures(alpha maps etc), in asset library?
Not yet, but it is planned to rework brush management based on the asset browser as described in the asset workshop writeup for example. Also see #70412 & #56744. Textures play an important role in this.
The brushes may also not live in this bundle, but in something like a "Standard Library" that comes with every Blender download. That way there's always an extensive brush library available in Blender, without extra downloads.
Added subscriber: @robert-hall
Added subscriber: @Sparazza
Added subscriber: @muhuk
Added subscriber: @Alaska
I've updated this task to reflect changes made in https://developer.blender.org/rBL62761
Added subscriber: @George-Supreme
Removed subscriber: @htuncay-4
Added subscriber: @Hannah-Umit
I am not sure if this is the right place to suggest an addition to the asset bundle but,
It would make sense to have a banana base mesh (perhaps made with a simple geometry node setup to change the way the banana looks) to be added into the asset bundle to make it as unarbitrary as possible.
With the current Blender theme of having Suzanne a monkey, and photorealism being very relevant, a banana for scale is a nice addition.
The cylindrical form can help with testing lighting and or testing certain shaders. I have suggested this at the Blender conference to a few people in the team.
It also adds an inanimate object on which a character can easily interact with.
Using a phone, eating it and shooting it as a weapon seem like the most logical actions you can think of having this as a mesh.
I couldn't agree more, a banana is always good, especially if it's from the Canary Islands XDDD
Here I leave it.
https://drive.google.com/drive/folders/1eUqiHAr-VrlhknsinCnfcc7jDgLmhWcI?usp=share_link
Removed subscriber: @marcelp102
Is this project still life? I see that there are no changes for a long time.