Blender Assets Bundle #55239

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opened 2018-05-29 09:44:59 +02:00 by William Reynish · 78 comments

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

  • Materials
    • Metal
      • Brushed Metal
      • Tinged Metal
      • Rusted Metal
      • Galvanized Metal
      • Metal Floor
      • Gold
      • Chrome
      • Rough Metal
    • Wood
      • Polished Wood
      • Rough Wood
      • Floor Boards (Multiple)
      • Herringbone Boards (Multiple)
    • Bricks
      • Bricks (Multiple)
    • Tiles
      • Tiles (Multiple)
    • Organic
      • Human Skin
      • Scales
    • Fabric
      • Woven (Multiple)
      • Knitted (Multiple)
      • Denim
    • Concrete
      • Clean Concrete
      • Old Concrete
      • Concrete Panels
      • Asphalt
    • Glass
      • Window Glass
      • Frosted Glass
    • Water
      • Water Surface
      • Rain
      • Ice
    • Misc
      • Car Paint
      • Paper
      • Clay
      • Marble
    • NPR (Eevee)
      • Toon Shader
      • Halftone Shader
Left out for now: Foliage, Volumes, Grease Pencil
  • HDRIs

    • Outside

      • Sunny
      • Overcast
      • Sundown
    • Indoor

      • Living Room
  • Studio

    • Studio lighting
      • Studio lighting 01 - Three-point (Cycles + Eevee)
      • Studio lighting 02 - Sides + overhead (Cycles + Eevee)
      • Studio lighting 03 - Rim lighting (Cycles + Eevee)
      • Studio lighting 04 - Moody mesh softbox light (Cycles)
      • Studio lighting 05 - Warm-Cool contrast (Cycles)
      • Studio lighting 06 - Lights with controlled falloff (Cycles)
    • Studio set items
      • Set item 01: Limbo cylindrical
      • Set item 02: Limbo sheet
      • Set item 03: Pedestal cubical
      • Set item 04: Pedestal cylindrical
  • Objects (Perhaps distributed as Collections?)

    • Lights
      • Studio Lamp
      • Light Bulb
      • IES lights
  • Meshes

    • Human Base meshes (Even quad topology, UVs & face sets)
      • Human head for sculpting (stylized)
      • Human male for sculpting (stylized)
      • Human female for sculpting (stylized)
      • Human hand for sculpting
      • Human foot for sculpting
      • Human jaw for sculpting (teeth, gums & tongue)
      • Human eye model
    • Basic Furniture
      • Table
      • Chair
      • Lamp
      • Sofa
      • Door
      • Window
  • Rigs

    • Fully rigged, easy to use, low poly character for learning animation, with simple facial controls
    • Rigged bouncing ball with tail for learning animation
*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 ](https://wiki.blender.org/wiki/Reference/Release_Notes/Blender_Asset_Bundle)**. ## Asset Categories - [ ] Materials - [ ] Metal - [ ] Brushed Metal - [ ] Tinged Metal - [ ] Rusted Metal - [ ] Galvanized Metal - [ ] Metal Floor - [ ] Gold - [ ] Chrome - [ ] Rough Metal - [ ] Wood - [ ] Polished Wood - [ ] Rough Wood - [ ] Floor Boards (Multiple) - [ ] Herringbone Boards (Multiple) - [ ] Bricks - [ ] Bricks (Multiple) - [ ] Tiles - [ ] Tiles (Multiple) - [ ] Organic - [ ] Human Skin - [ ] Scales - [ ] Fabric - [ ] Woven (Multiple) - [ ] Knitted (Multiple) - [ ] Denim - [ ] Concrete - [ ] Clean Concrete - [ ] Old Concrete - [ ] Concrete Panels - [ ] Asphalt - [ ] Glass - [ ] Window Glass - [ ] Frosted Glass - [ ] Water - [ ] Water Surface - [ ] Rain - [ ] Ice - [ ] Misc - [ ] Car Paint - [ ] Paper - [ ] Clay - [ ] Marble - [ ] NPR (Eevee) - [ ] Toon Shader - [ ] Halftone Shader ``` Left out for now: Foliage, Volumes, Grease Pencil ``` - [ ] HDRIs - [ ] Outside - [ ] Sunny - [ ] Overcast - [ ] Sundown - [ ] Indoor - [ ] Living Room - [ ] Studio - [ ] Studio lighting - [ ] Studio lighting 01 - Three-point (Cycles + Eevee) - [ ] Studio lighting 02 - Sides + overhead (Cycles + Eevee) - [ ] Studio lighting 03 - Rim lighting (Cycles + Eevee) - [ ] Studio lighting 04 - Moody mesh softbox light (Cycles) - [ ] Studio lighting 05 - Warm-Cool contrast (Cycles) - [ ] Studio lighting 06 - Lights with controlled falloff (Cycles) - [ ] Studio set items - [ ] Set item 01: Limbo cylindrical - [ ] Set item 02: Limbo sheet - [ ] Set item 03: Pedestal cubical - [ ] Set item 04: Pedestal cylindrical - [ ] Objects (Perhaps distributed as Collections?) - [ ] Lights - [ ] Studio Lamp - [ ] Light Bulb - [ ] IES lights - [ ] Meshes - [x] Human Base meshes (Even quad topology, UVs & face sets) - [x] Human head for sculpting (stylized) - [x] Human male for sculpting (stylized) - [x] Human female for sculpting (stylized) - [x] Human hand for sculpting - [x] Human foot for sculpting - [x] Human jaw for sculpting (teeth, gums & tongue) - [x] Human eye model - [ ] Basic Furniture - [ ] Table - [ ] Chair - [ ] Lamp - [ ] Sofa - [ ] Door - [ ] Window - [ ] Rigs - [ ] Fully rigged, easy to use, low poly character for learning animation, with simple facial controls - [ ] Rigged bouncing ball with tail for learning animation
William Reynish self-assigned this 2018-05-29 09:44:59 +02:00
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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:
Foliage.PNG

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.

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: ![Foliage.PNG](https://archive.blender.org/developer/F3500213/Foliage.PNG) 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.

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Some details to iron out:

  • Who manages this? (we should have a lead for the task)
  • Where will this be hosted? (It's own subversion repository? - or use "lib/resources"... or something else?)
  • How to structure this? (one blend for all assets, split them all into single files?)
  • Does this rely on depend on having a working asset manager?, or can we do this without one?
  • Will this be included in daily builds?
  • Will we have a light version of Blender w/o these assets?
  • Will materials need to be made for both EEVEE and Cycles?
Some details to iron out: - Who manages this? *(we should have a lead for the task)* - Where will this be hosted? *(It's own subversion repository? - or use "lib/resources"... or something else?)* - How to structure this? *(one blend for all assets, split them all into single files?)* - Does this rely on depend on having a working asset manager?, or can we do this without one? - Will this be included in daily builds? - Will we have a light version of Blender w/o these assets? - Will materials need to be made for both EEVEE and Cycles?

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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:

  • Materials (Eevee, Cycles, NPR, Greese Pencil, etc.)
  • Models
  • Rigs
  • Animations
  • Greese Pencil
  • etc.

This should be updated for every Version of Blender to be compatible. For example rigs are often outdated.

I don't know about:

  • Cow Skin (should be fur? who needs this?)
  • Wood, Bark is diffucult, because there are so many tree types and therefore wood, bark and leafs...
  • Riggs (we have addons for that, right?)
  • Volume Cheese?

How about:

  • Ice
  • Skin tones, hair colors
  • Tiny meshes for use as kit-bash objects (time consuming to make, but very useful)
  • Libraries for everyday objects (cups, tables, chairs, lamps, tools, gear, etc.)
  • High quality (32bit) sclulpt textures, landscape textures
  • More Brushes (paint, sculpt, greese pencil)
  • Default low poly, high poly human rigged characters: businessman, sportsman, children, blue colar, etc. (useful for many projects, should be easy to customize to make variantions)
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: * Materials (Eevee, Cycles, NPR, Greese Pencil, etc.) * Models * Rigs * Animations * Greese Pencil * etc. This should be updated for every Version of Blender to be compatible. For example rigs are often outdated. I don't know about: * Cow Skin (should be fur? who needs this?) * Wood, Bark is diffucult, because there are so many tree types and therefore wood, bark and leafs... * Riggs (we have addons for that, right?) * Volume Cheese? How about: * Ice * Skin tones, hair colors * Tiny meshes for use as kit-bash objects (time consuming to make, but very useful) * Libraries for everyday objects (cups, tables, chairs, lamps, tools, gear, etc.) * High quality (32bit) sclulpt textures, landscape textures * More Brushes (paint, sculpt, greese pencil) * Default low poly, high poly human rigged characters: businessman, sportsman, children, blue colar, etc. (useful for many projects, should be easy to customize to make variantions)

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.

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.

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If this thread is still going on:

  1. I believe the "download expansion pack for _ _ (categorized) _ _ _ _ _ assets" should be available somewhere on the blender.org site or blender cloud for free. Specially when the asset manager lands on 2.82
  2. I agree with the assets that will be natively added into blender 2.8 should be light (probably below 5k poly count)
  3. Where are we supposed to send this content to?
  4. For the new users, where can they attach the CC-0.txt licence file? Where can they download the template and customize it (officially)?
  5. When the asset lists mentions "beard" or "short -male- hair" I´m trying to imagine if it's referring to actual hair particle system or modeled mesh?
  6. When you say "textures should be small" we are acknowledging procedural textures are quite big and complex in the shader tree but really small when saved as asset, correct? So we can create artistic-driven-realistic complex shader networks using procedurals to optimize file size at the expense the new user will have no idea while the shader computes until it is visualized?
If this thread is still going on: 1. I believe the "download expansion pack for _ _ _(categorized)_ _ _ _ _ _ assets" should be available somewhere on the blender.org site or blender cloud for free. Specially when the asset manager lands on 2.82 2. I agree with the assets that will be natively added into blender 2.8 should be light (probably below 5k poly count) 3. Where are we supposed to send this content to? 4. For the new users, where can they attach the CC-0.txt licence file? Where can they download the template and customize it (officially)? 5. When the asset lists mentions "beard" or "short -male- hair" I´m trying to imagine if it's referring to actual hair particle system or modeled mesh? 6. When you say "textures should be small" we are acknowledging procedural textures are quite big and complex in the shader tree but really small when saved as asset, correct? So we can create artistic-driven-realistic complex shader networks using procedurals to optimize file size at the expense the new user will have no idea while the shader computes until it is visualized?

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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

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
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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.

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.

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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:

  • We don't bloat the installer
  • We don't need hard limitations on filesize

This could be hosted on the cloud as a 'free sampler', enticing people to subscribe to get the rest, like textures etc.

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: - We don't bloat the installer - We don't need hard limitations on filesize This could be hosted on the cloud as a 'free sampler', enticing people to subscribe to get the rest, like textures etc.
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In #55239#1099159, @michaelknubben wrote:
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:
-We don't bloat the installer
-We don't need hard limitations on filesize

This could be hosted on the cloud as a 'free sampler', enticing people to subscribe to get the rest, like textures etc.

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.

> In #55239#1099159, @michaelknubben wrote: > 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: > -We don't bloat the installer > -We don't need hard limitations on filesize > > This could be hosted on the cloud as a 'free sampler', enticing people to subscribe to get the rest, like textures etc. 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.
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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 .

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](https:*www.blender.org/about/license/)// 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 ](https://hackmd.io/@JulianEisel/BylPQHux_).
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Default low poly, high poly human rigged characters: businessman, sportsman, children, blue colar, etc. (useful for many projects, should be easy to customize to make variantions)

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.

> Default low poly, high poly human rigged characters: businessman, sportsman, children, blue colar, etc. (useful for many projects, should be easy to customize to make variantions) 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.

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@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.

@JulianEisel The first Asset Bundle files are finished and can be [downloaded here ](https://developer.blender.org/diffusion/BL/browse/trunk/lib/assets/). 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.

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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.

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.
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In #55239#1146628, @LucianoMunoz wrote:
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).

> In #55239#1146628, @LucianoMunoz wrote: > 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 ](https://www.blender.org/download/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 ](https://www.blender.org/about/license/) 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).
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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:
IES_light_asset.png

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: ![IES_light_asset.png](https://archive.blender.org/developer/F9935967/IES_light_asset.png)

@JulianEisel Thanks! I'm gradually working through the asset list, and will look into adding this as well.

@JulianEisel Thanks! I'm gradually working through the asset list, and will look into adding this as well.
Contributor

Looks promising so far! A few thoughts:

  • Materials
  • [...]

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.

  • Indoor
    • Living Room

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?

  • Humanoid Base meshes
  • [...]
  • Human male for sculpting
  • Human female for sculpting

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.

  • Volume
  • [...]
  • Cheese

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

  • Basic Furniture
    • [...]

Feels like this area is a good candidate to focus on demonstrating parametric modeling in geometry nodes.

Looks promising so far! A few thoughts: > * Materials > * [...] 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. > * Indoor > * Living Room 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? > * Humanoid Base meshes > * [...] > * Human male for sculpting > * Human female for sculpting 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. > * Volume > * [...] > * Cheese 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 > * Basic Furniture > * [...] Feels like this area is a good candidate to focus on demonstrating parametric modeling in geometry nodes.
Member

Added subscriber: @SimonThommes

Added subscriber: @SimonThommes
Member

@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?

@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?

@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 ](https://wiki.blender.org/wiki/Reference/Release_Notes/Blender_Demos)? Or do you prefer to update this task for that?
Member

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.

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.
William Reynish was unassigned by Julian Eisel 2021-04-19 11:26:15 +02:00
Metin Seven was assigned by Julian Eisel 2021-04-19 11:26:15 +02:00

Added subscriber: @YAFU

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. 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.

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.

@MetinSeven-1 : OK, thank you.

Added subscriber: @MartinJann

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 ?

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 ](https://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 ?
Metin Seven changed title from Built-In Assets to Blender Assets Bundle 2021-04-21 12:15:04 +02:00

Added subscriber: @antoniov

Added subscriber: @antoniov
Metin Seven was unassigned by Julian Eisel 2021-07-22 18:43:09 +02:00

Added subscriber: @wevon-2

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

b9b30d57ccb0435ca2f6177134e04af7737b807b_2_1002x1000.jpeg

dad577f7953c3c683be2354b48f4316f143965a3_2_1380x724.jpeg

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 ![b9b30d57ccb0435ca2f6177134e04af7737b807b_2_1002x1000.jpeg](https://archive.blender.org/developer/F10240580/b9b30d57ccb0435ca2f6177134e04af7737b807b_2_1002x1000.jpeg) ![dad577f7953c3c683be2354b48f4316f143965a3_2_1380x724.jpeg](https://archive.blender.org/developer/F10240579/dad577f7953c3c683be2354b48f4316f143965a3_2_1380x724.jpeg)

Added subscriber: @AndyCuccaro

Added subscriber: @AndyCuccaro

Added subscriber: @Nico-Traber

Added subscriber: @Nico-Traber

Added subscriber: @triget

Added subscriber: @triget

Added subscriber: @CrossmindStudio

Added subscriber: @CrossmindStudio

Hi,
Is there a way to store brush settings and textures(alpha maps etc), in asset library?

Hi, Is there a way to store brush settings and textures(alpha maps etc), in asset library?
Member

In #55239#1259347, @CrossmindStudio wrote:
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.

> In #55239#1259347, @CrossmindStudio wrote: > 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 ](https://code.blender.org/2021/06/asset-browser-workshop-outcomes#brush-management-&-the-asset-browser) 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: @robert-hall

Added subscriber: @Sparazza

Added subscriber: @Sparazza

Added subscriber: @muhuk

Added subscriber: @muhuk
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Added subscriber: @Alaska

Added subscriber: @Alaska
Member

I've updated this task to reflect changes made in https://developer.blender.org/rBL62761

I've updated this task to reflect changes made in https://developer.blender.org/rBL62761

Added subscriber: @George-Supreme

Added subscriber: @George-Supreme

Removed subscriber: @htuncay-4

Removed subscriber: @htuncay-4

Added subscriber: @Hannah-Umit

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 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.

In #55239#1448475, @Hannah-Umit wrote:
With the current Blender theme of having Suzanne a monkey, and photorealism being very relevant, a banana for scale is a nice addition.

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
BananaRender.png
Screenshot_3.png

> In #55239#1448475, @Hannah-Umit wrote: > With the current Blender theme of having Suzanne a monkey, and photorealism being very relevant, a banana for scale is a nice addition. 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 ![BananaRender.png](https://archive.blender.org/developer/F13950054/BananaRender.png) ![Screenshot_3.png](https://archive.blender.org/developer/F13950053/Screenshot_3.png)

Removed subscriber: @marcelp102

Removed subscriber: @marcelp102

Is this project still life? I see that there are no changes for a long time.

Is this project still life? I see that there are no changes for a long time.
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