Hello! I don't know if you will see this since it's been so long from the time you posted the video but do you know if there is a way to edit the referenced materials? I am working with procedural materials and I want to be able to edit the parameters of the material in a separate file. Is this possible?
Thanks for the video! I'm new to Blender and like this approach. I was wondering if you have a video tutorial on how you created your paint swatches? Like, what settings you used to create the metal flecks, for example. I want to create one of these files, I think it could help me a lot where I'm currently at in my learning. But I just want to know how best to create the materials.
Hello there, I can't rename the catalog* : right click on it and the rename text is gray. If I Overlay on it the message "Rename the active item in the data-set view". I do not know what to do. Am'I missing something? thank you.
I'm sure that the guys who "designed" the way materials library works in Blender were also the team who set out to design a horse and ended up with a Camel. Why users have to jump through so many hoops to create something that's very simple in other (professional) 3D programs is a complete mystery.
If I have a new material I just made inside a project file and I want to just add it inside an existing material library file, do I need to copy the material and manually paste it into the existing material library file, or is there some way to save the material inside the existing library file (.blend file) ?
Hello. Please HELP! When texture painting on PBR materials from the Asset Browser in Blender, the painted textures are saved directly to the original material. As a result, when I use this material in a new project, it retains the previous project's painted textures, which ruins it. How can I avoid this?
There is a way to make a pack images of the textures that you have in the asset browser, in case you want to send a single Blender file without the need for a folder that later the other user must create a path to the folder?, thanks so much
Hi Justin. Thanks for all the great content! Very useful over the years. Here's one for you! I have materials that use animations that are controlled from custom properties in an object (visibility, scale, orientation etc), as well as materials that depend on external files such as images and image sequences. My use cases for this are a computer screen and a mobile phone that I can change at specific points in my animation by simply keyframing the custom properties. My animation consists of multiple shots of the same scene from different animated camera angles as the character interacts with the screen. All good and well. But now I want to make a change to the screen material, for example change the images used in the sequence displayed on the computer screen. The asset browser is useless for this. Even appending from one of the .blend files after I have made the change is a nightmare! The material links force the screen object to be appended as well, plus it is parented to the computer object which is parented to the desk it's standing on, so those all come along for the ride. Plus the desk is in a different collection from the computer, so more unwanted objects join in with the append. Then I have a robot arm that picks up something that is standing on the desk, parented to it of course. The process of picking it up includes the use of a "Child Of" constraint, so the robot arm comes along with the append as well and whatever that is parented to. Plus all of their materials get duplicated... My only practical solution at this stage it seems is to manually modify the screen material manually in each of the .blend files in the project...
When I sort my various files that I keep, like texture and such , I normally put them in brackets '[' ']' abd then class their properties with a tag like resolution (0k, 1k, 2k, 4k, 8k, ) or like Metal, Ground, Gloss, Mat, Reflect, Brick, Wall, Damage, Worn, Used, Crack, Scratch, Pattern, Intact, Perfect, Cloth, Leather etc. and color some time.
I would like to save alphas, to be used for detail sculpting. I opened one in the texture properties tab, but I can't figure out where to mark it as an asset. Is it not possible?
Nice video, however we are still lacking some knowhow on how Subcatalogs are managed like in the example library youve shown. I wish to add these myself however cannot get them to work at all and the actual assets , when stored in the designated folder, do infact not save, nor does the star dissapear. Any clue to why that could be?
Additional note: making catalogs does not save. Any catalogs attempted to be created, will never save no matter how many times the blend file in the folder is saved with these changes. Very weird behavior of blender, id say.
So, I want to see those shader balls that represent all the materials in the currently active loaded scene, not materials in another external file. How's this done?
I changed name of one of materials from my asset browser and now in project that uses this material it is missing. How can I update the name of missing material in my projects ?
Nice to see you are still here. Been awhile since I did blender.... in case i missed it: yes it would help having a tutorial on how to actually manage assets. I read that some do it by project, others create some kind of master file folder system on a designated guide, etc. Also, I understand you can asset rigged characters and just rigs. Any input into that? Thanks again
Thanks Justin! Relatively new to Blender. What are yours thoughts on managing other 3rd-Party Asset Managers (Add-ons), should they be kept separately or linked to Blender's Library? Maybe you should do that vid on creating larger files. Also, should models be filed the same way as materials? Does thumb nails automatically generate? You're a good sport...cheers!
but what if i created a nice material in a project outside the asset folder (because i created it during the developing of a productPresentation.blend, for example) and i want to add the new material to my library? I really need to switch to a project inside the library path and append to it the new material from productPresentation.blend? I really need to switch project? it is cumbersome for me..
Hey, so I have a question in case you know why this is happening to me off hand, when I mark a material as an asset, it usually creates one to five other copies of the same asset in the library...... any clue? Blender 3.1.0
@@TheCGEssentials thx for the answer! The asset browser makes things much easier but I think it's still a little unhandy, when you have big project files and just a few assets you want to save. Do you have an idea how to handle this?
Works like a charm- except for the fact that every single asset/material is duplicated, so I have two of each next to each other in the AB. Any way to avoid this?
Someone please help me...I download a free model online and wanted to add to my asset browser. How do I add the model with and it materials without? Anytime I add the model,it does without the material 🙁
So, as an overall practise, should we be keeping a main file with basic primitives holding our textures and if we want to add a new texture from a different file, rather than just add that texture to the library, do we copy and paste an object to the blender file that we've saved in our assets folder and add it THERE and save? If so, it's a shame that you can't just add a new material from within any file and have it just somehow go to your library.
Your models will need to be UV Mapped to work in game. Most game engines would use their own Shader graphs but you should be able to recreate them similarly to Blender.
Thank you Justin, that helped! Question: Where can i find like the best, really high quality materials for blender? Are there any packs out there that can keep up with e.g. siger studio materials!?
Hello Justin! I have a quick question - do you think there is a way in the AB to mark an asset with an assigned material on it and make Blender take you to where that material is stored? Example - imagine a room with 4 different walls - brick, plaster, wallpaper and paint - all of them are in different folders in the material catalog. I am in a hurry and I want the browser to be of help - I select the wall, press...something and see where this wall and its material "live" in the structure of the catalogs. Example from Unreal engine - I mark an asset and press Ctrl+B - I am immediately taken to the asset and in the details on the side I can see the material with a magnifying glass button that takes me to the material right away.
this should be way more intuitive. I still have no idea how tf to place the materials inside of the material library, it only saves it locally by file....
I suffer from ADHD and 3d modeling makes me hyperfocus almost every time. I love it, and it's something I used to do back in 2004-2007 in Second Life. I love watching all of your videos. I struggle with assets and most of my wasted time is trying to get things like this onto my object. I'm going to have to pick up your MaterialIQ pack to try things out. I got into modeling again because of video game modding, but I'm starting to do more renders and low poly modeling than I am modding. I need to learn how to bake textures so my cars look as cool as they do in Blender. There are too many dang shaders and settings to work with!
Asset browser, doesn't seem to respect the hierarchy you're showing. It only shows the material under all. For example I don't see Material > CarPaint > OrangeCarPaint inside the asset browser after modifying the original file and saving. (using Blender 3.2) Figured it out.... For some reason it took a very long time to update even though the materials were showing up under All Catergory.
All I’m gonna say is before I did this my computer wasn’t crashing when I clicked material preview now it crashes the whole computer in blender 😂 Please help 😊
Hi everyone! Let me know if you have any questions about managing your materials using the asset browser in the comments below! :)
Hello! I don't know if you will see this since it's been so long from the time you posted the video but do you know if there is a way to edit the referenced materials? I am working with procedural materials and I want to be able to edit the parameters of the material in a separate file. Is this possible?
Thanks for the video! I'm new to Blender and like this approach. I was wondering if you have a video tutorial on how you created your paint swatches? Like, what settings you used to create the metal flecks, for example. I want to create one of these files, I think it could help me a lot where I'm currently at in my learning. But I just want to know how best to create the materials.
Hello there, I can't rename the catalog* : right click on it and the rename text is gray. If I Overlay on it the message "Rename the active item in the data-set view". I do not know what to do. Am'I missing something? thank you.
The guy and channel is so underrated so share it every possible place to others see em !
Appreciate the video! I was just in a middle of working with a ton of materials.
Glad I could help!
I'm sure that the guys who "designed" the way materials library works in Blender were also the team who set out to design a horse and ended up with a Camel. Why users have to jump through so many hoops to create something that's very simple in other (professional) 3D programs is a complete mystery.
If I have a new material I just made inside a project file and I want to just add it inside an existing material library file,
do I need to copy the material and manually paste it into the existing material library file, or is there some way to save the material inside the existing library file (.blend file) ?
They hid the "Mark as Asset" pretty well. There should also be the option in the Shader Editor
i added material to asset, but when i create new blender file, the material not shown
Thanks Justin, really helpful
Hello. Please HELP! When texture painting on PBR materials from the Asset Browser in Blender, the painted textures are saved directly to the original material. As a result, when I use this material in a new project, it retains the previous project's painted textures, which ruins it. How can I avoid this?
excellent video man thanks so much!
Great video, super instructional! thank you very much
There is a way to make a pack images of the textures that you have in the asset browser, in case you want to send a single Blender file without the need for a folder that later the other user must create a path to the folder?, thanks so much
Thank you so much this was so clear and helpful and really helps for organizing materials and 3d assets
Hi Justin. Thanks for all the great content! Very useful over the years. Here's one for you!
I have materials that use animations that are controlled from custom properties in an object (visibility, scale, orientation etc), as well as materials that depend on external files such as images and image sequences. My use cases for this are a computer screen and a mobile phone that I can change at specific points in my animation by simply keyframing the custom properties.
My animation consists of multiple shots of the same scene from different animated camera angles as the character interacts with the screen. All good and well.
But now I want to make a change to the screen material, for example change the images used in the sequence displayed on the computer screen. The asset browser is useless for this. Even appending from one of the .blend files after I have made the change is a nightmare! The material links force the screen object to be appended as well, plus it is parented to the computer object which is parented to the desk it's standing on, so those all come along for the ride. Plus the desk is in a different collection from the computer, so more unwanted objects join in with the append. Then I have a robot arm that picks up something that is standing on the desk, parented to it of course. The process of picking it up includes the use of a "Child Of" constraint, so the robot arm comes along with the append as well and whatever that is parented to. Plus all of their materials get duplicated...
My only practical solution at this stage it seems is to manually modify the screen material manually in each of the .blend files in the project...
When I sort my various files that I keep, like texture and such , I normally put them in brackets '[' ']' abd then class their properties with a tag like resolution (0k, 1k, 2k, 4k, 8k, ) or like Metal, Ground, Gloss, Mat, Reflect, Brick, Wall, Damage, Worn, Used, Crack, Scratch, Pattern, Intact, Perfect, Cloth, Leather etc. and color some time.
I would like to save alphas, to be used for detail sculpting. I opened one in the texture properties tab, but I can't figure out where to mark it as an asset. Is it not possible?
Nice video, however we are still lacking some knowhow on how Subcatalogs are managed like in the example library youve shown. I wish to add these myself however cannot get them to work at all and the actual assets , when stored in the designated folder, do infact not save, nor does the star dissapear. Any clue to why that could be?
Additional note: making catalogs does not save. Any catalogs attempted to be created, will never save no matter how many times the blend file in the folder is saved with these changes. Very weird behavior of blender, id say.
So, I want to see those shader balls that represent all the materials in the currently active loaded scene, not materials in another external file. How's this done?
I changed name of one of materials from my asset browser and now in project that uses this material it is missing. How can I update the name of missing material in my projects ?
It saves it into the asset browser , but when i close out the model and then open it again , my materials are not in the browser anymore .
Nice to see you are still here. Been awhile since I did blender.... in case i missed it: yes it would help having a tutorial on how to actually manage assets. I read that some do it by project, others create some kind of master file folder system on a designated guide, etc. Also, I understand you can asset rigged characters and just rigs. Any input into that?
Thanks again
so unintuitive. I dont understand why they dont just give you the ability to save and load shaders from the shader editor
Thanks Justin! Relatively new to Blender. What are yours thoughts on managing other 3rd-Party Asset Managers (Add-ons), should they be kept separately or linked to Blender's Library? Maybe you should do that vid on creating larger files. Also, should models be filed the same way as materials? Does thumb nails automatically generate? You're a good sport...cheers!
Which ones in particular are you referring to? It's really hard to say
i love how this guy starts the video with a "HO What's up guys!"
but what if i created a nice material in a project outside the asset folder (because i created it during the developing of a productPresentation.blend, for example) and i want to add the new material to my library? I really need to switch to a project inside the library path and append to it the new material from productPresentation.blend? I really need to switch project? it is cumbersome for me..
Hey, so I have a question in case you know why this is happening to me off hand, when I mark a material as an asset, it usually creates one to five other copies of the same asset in the library...... any clue? Blender 3.1.0
not in front to test now, but only set assets material can be view in "Object Mode"? every time i set a material i can only see in "Shading" Tab
Sounds like you don't have your shading set to material preview
@@TheCGEssentials how so? but i meant when i add a meterial and in Object Mode there is the default color
Does this mean, I have to save all project files with marked assets in the asset data file on my computer?
If you want Blender to find them when looking for the assets that go in your library, yes
@@TheCGEssentials thx for the answer! The asset browser makes things much easier but I think it's still a little unhandy, when you have big project files and just a few assets you want to save. Do you have an idea how to handle this?
@@ED-bw4rj Append the assets that you want to save into a new .blend file specifically for the assets alone?
I'm new. What is a good file location to make the main blender asset folder ?
Works like a charm- except for the fact that every single asset/material is duplicated, so I have two of each next to each other in the AB. Any way to avoid this?
Someone please help me...I download a free model online and wanted to add to my asset browser.
How do I add the model with and it materials without?
Anytime I add the model,it does without the material 🙁
So, as an overall practise, should we be keeping a main file with basic primitives holding our textures and if we want to add a new texture from a different file, rather than just add that texture to the library, do we copy and paste an object to the blender file that we've saved in our assets folder and add it THERE and save?
If so, it's a shame that you can't just add a new material from within any file and have it just somehow go to your library.
Awesome, thanks Justin…valuable information & concise. ✊🍷🎩🎩🎩
Glad you enjoyed it!
It would be very good to know how to see beams to organize the categories in both Materials and Objects.
How do you organize it?
Thank you and regards
for me the assets only show up in the original projects where they were created in :(
I have a question. All materials has to made with UV Map to use in game engines?
Your models will need to be UV Mapped to work in game. Most game engines would use their own Shader graphs but you should be able to recreate them similarly to Blender.
Sir how to download free architectural adon for blender any link?
i did not understand how import assets out of blender into blender.
Thank you Justin, that helped! Question: Where can i find like the best, really high quality materials for blender? Are there any packs out there that can keep up with e.g. siger studio materials!?
Hello Justin! I have a quick question - do you think there is a way in the AB to mark an asset with an assigned material on it and make Blender take you to where that material is stored? Example - imagine a room with 4 different walls - brick, plaster, wallpaper and paint - all of them are in different folders in the material catalog. I am in a hurry and I want the browser to be of help - I select the wall, press...something and see where this wall and its material "live" in the structure of the catalogs. Example from Unreal engine - I mark an asset and press Ctrl+B - I am immediately taken to the asset and in the details on the side I can see the material with a magnifying glass button that takes me to the material right away.
this should be way more intuitive. I still have no idea how tf to place the materials inside of the material library, it only saves it locally by file....
Hi Justin. Whats a good folder structure regarding organising our files, materials, hdris, and reference images? By project or by category?
Nice vid
Thanks!
I suffer from ADHD and 3d modeling makes me hyperfocus almost every time. I love it, and it's something I used to do back in 2004-2007 in Second Life. I love watching all of your videos. I struggle with assets and most of my wasted time is trying to get things like this onto my object. I'm going to have to pick up your MaterialIQ pack to try things out. I got into modeling again because of video game modding, but I'm starting to do more renders and low poly modeling than I am modding. I need to learn how to bake textures so my cars look as cool as they do in Blender. There are too many dang shaders and settings to work with!
Oh, Nice, this Is what i was looking for. Bhg idk why my assets looks like darkee in assets Preview 😅 why?
useful 🤙
Asset browser, doesn't seem to respect the hierarchy you're showing. It only shows the material under all. For example I don't see Material > CarPaint > OrangeCarPaint inside the asset browser after modifying the original file and saving. (using Blender 3.2)
Figured it out.... For some reason it took a very long time to update even though the materials were showing up under All Catergory.
Hat the dog doing in the scene 😂😂!?
I hope they make it easier to manage assets. Now it looks overcomplicated.
blender3D the best 👌🏼🐒
Glad you like it!
All I’m gonna say is before I did this my computer wasn’t crashing when I clicked material preview now it crashes the whole computer in blender 😂
Please help 😊
HHHHHHHHHwathtas up huys!!!