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Description

This document contains a list of the built-in assets we would like to include with Blender 2.8.

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.

Rationale

Here are a few reasons why we want to include some built-in assets with Blender:

  • It makes creating content faster if you don't always have to start from zero
  • In music terms, assets serve as a 'backup band' for the areas the user is not focusing on. Animators can start animating quicker, and modelers can preview with quality HDRIs.
  • It makes it easier to learn if you can pick apart well-made assets, or if you can start by using assets as building blocks.

What about Blender Cloud & Custom Assets?

The built-in assets are meant to be a basic set of building blocks to get started, and not be a full blown asset library with thousands of large textures and heavy models.

The Blender Cloud will continue to serve as a full asset bank, and of course users can create and save their own assets too.

Requirements

For inclusion in Blender, assets will have to meet some requirements:

License

We will only accept CC-0 licensed assets. These assets will be modified by users and used for real work. Therefore, we cannot expect users to credit the asset creators for these things. By submitting an asset, you must specify a CC-0 license for it to be useable as a built-in asset.

File size

Since they will be built in, we want to keep the file size of the assets small. We plan on allocating 100mb of storage for this in total. In order to stay under this, built-in assets will have to only make use of small, lightweight textures, and meshes will have to be light.

We will flesh out this section to be more precise

Asset Categories

  • Materials
    • Car paint
    • Hair & Fur
      • Human Long Hair
      • Human Short Hair
      • Human Beard
      • Dog Fur
      • Cat Fur
    • Skin
      • Human Skin (Various skin colors)
    • Clay
    • Rubber
    • Wax
    • Cloth
    • Ice
    • Food
      • Milk
      • Fruit
    • Plastic
      • Transparent plastic
      • PVC
    • Water
      • Ocean
      • Pond
      • Tap Water
    • Glass prism
      • Architectural Glass
      • Prism Glass
      • Frosted Glass
    • Foiliage
      • Leaves
      • Grass
    • Wood
      • Wooden floor
      • Rough wood
      • Bark
    • Metals
      • Aluminum
      • Steel
      • Brushed Steel
      • Brass
      • Cast Iron
      • Rust
      • Gold
      • Silver
    • NPR
      • Toon Shader
    • Volume
      • Clouds
      • Cheese
      • Mist
      • Fire
      • Smoke
    • Grease Pencil
      • Cross-hatching fill pattern
      • Rough paper fill
      • Halftone dot fill pattern
      • Rough painted line
  • HDRIs
    • Outside
      • Sunny
      • Overcast
      • Sundown
  • Textures
    • Procedural
      • Brick Wall
      • Grid Floor
      • Marble
      • Wood
  • Indoor
    • Living Room
  • Studio
    • Studio lighting Setup 1
    • Studio lighting Setup 2
    • Studio lighting Setup 3
  • Objects (Perhaps distributed as Collections?)
    • Lights
      • Studio Lamp
      • Light Bulb
  • Meshes
    • Humanoid Base meshes
      • Human head for sculpting
      • Human male for sculpting
      • Human female for sculpting
    • 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

Details

Type
Design

Event Timeline

William Reynish (billreynish) updated the task description. (Show Details)
William Reynish (billreynish) triaged this task as Confirmed, Medium priority.
William Reynish (billreynish) lowered the priority of this task from Confirmed, Medium to Normal.

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.

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?

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.

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?

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