UniBlend
  • Introduction
    • Welcome to UniBlend
    • Overview of the add-on's Features and Benefits
    • Installation Guide and System Requirements
  • Getting Started
    • How to download the UniBlend add-on
    • How to install the UniBlend add-on in blender
    • Add-on Settings (Initial setup)
      • Documentation and Quick start
      • Add-on Updater
      • Add-on Settings
    • Main UniBlend Panel
    • How to use the Asset Browser
      • How to navigate the asset browser
      • Preview vs Original assets
      • Sync and Downloading assets
      • Update Assets
      • Filter and search for assets
    • Tools Panel
      • Preview render scene
      • Library Manager
    • Upload assets to Server
    • BU Material Tools
    • Copyright and Asset License
    • Premium
      • Gumroad License
      • Web3 License
  • User Interface Overview
  • Preferences and Customization Options
  • Asset Library
    • Introduction to the Asset Library
    • Navigating and Searching for Assets
  • Using Drag-and-Drop Functionality
  • Organizing and Managing Assets
  • Importing and Manipulating 3D Models
  • Adding your own Assets
  • Materials and Textures
    • Applying/Customizing Materials and Textures
  • Texture Mapping and UV Unwrapping
  • Shaderball/Custom Materials
  • Geometry Node Setups
    • Introduction to Geometry Node Setups
  • Using Pre-built Node Setups
  • Particle Systems
    • Understanding Particle Systems
  • Using Pre-built Particle Systems
  • Troubleshooting and FAQs
    • Common Issues and Solutions
  • Frequently Asked Questions
  • Updates and Changelog
    • Release Notes and Version History
  • Upcoming Features and Roadmap
  • Resources and Community
    • Additional Learning Materials and Tutorials
    • Community Forums and Support Channels
  • About Us
    • Baked Universe: Our Vision and Mission
  • Meet the Team
  • Terms of Service
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On this page
  • Intro
  • Marking assets concept
  • Upload Settings
  • Library Manager settings
  • Global author name
  • Asset preview folder
  • Get BU Catalog file
  • Using the Library Manager
  • Add Selected
  • Clear List
  • Select all Assets
  • Isolated selection
  • Mark all Assets
  • Unmark all assets
  • Function tabs
  • Asset properties
  • Render Previews
  • Asset Metadata
  1. Getting Started
  2. Tools Panel

Library Manager

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Last updated 11 months ago

Intro

The Library manager can be used to manage your own assets for the asset browser or prepare and asset for uploading to our server. The disclaimer is targeted at assets uploaded to our server and not to the mark tool itself

Marking assets concept

Marking an asset adds an asset to the asset browser in the "Current File" library It allows a user to use the library in other files and simple drag and drop the asset in a new scene.

Upload Settings

Library Manager settings

To enable the tool there are a few requirements.

  • The file you are working in needs to be a blend file. We need an actual file location to make the tool work. Simple save the file to a desired location.

  • (Optional)We need a location to store the Asset previews(thumbnails) that can be generated with the mark tool

Global author name

When an asset is marked it will have metadata. Each asset can have different metadata. But in most cases you the artist are the author of the asset. In this case you might want all your asset have the author set to your name or nickname. Setting the Global author name will cause all assets in the mark tool to automatically receive your name as the author

Asset preview folder

When you render a preview(thumbnail) the resulting PNG will be stored in the folder set in the Upload asset previews folder. In Settings choose a folder on your disk. When a preview is rendered it will automatically add a placeholders folder in the folder you have chosen. It will save both an Orginal preview and a Placeholder preview. Originals get saved to the root folder. Placeholders get saved to the Placeholders folder.

Get BU Catalog file

The get catalog file will get the latest version of our catalog file from the server. You can use this to assign a marked asset to a catalog in the asset browser. Feel free to remove catalogs and make it to your liking for personal libraries. Users have the option to add their asset to our Free core library. Read more about upload at:


Using the Library Manager

Add Selected

Adds all selected assets to the Library Manager

Clear List

Clears all assets from the Library Manager

Select all Assets

selects all assets that are in the Library manager

Isolated selection

Isolates all selected assets. Pressing it again de-isolates them

Mark all Assets

Marks all assets currently in the mark tool ( only enabled materials)

Unmark all assets

unmarks any asset selected in the asset browser ( will change to Clear all Marked in the tool)


Function tabs

Asset properties

In this tab you can change the type, change the name, mark and un-mark assets. There are currently 4 different asset types.

  • Collection

    If the asset you have added is a Collection the type selection will not show up as a collection does not have materials or geometry nodes.

  • Object

    Object will just use the object as is.

  • Material

    • When you select materials a list of materials attached to that object is shown. You can select what material you want to add by pressing the material icon in front of the material. In the above example M_Hologram and M_CrystalBase are enabled and M_CarPaint01 is not

    • If there is an empty material slot in your object it will show a "Select Material" button. Pressing this will show a list of available materials in this blend file.

    • If there are no Materials on the object it will show "No Materials Found!"

  • Geometry-Nodes

    • When selecting the Geometry Node type it will search for the first Geometry node modifier it can find and show the Geometry node setup attached to it.

    • If no Modifier is found the tool will notify you

    • if a geometry modifier is found but no geometry node setup is attached it will display a message as well

Render Previews

  1. Toggle asset Visibility

  2. Select asset

  3. Remove asset from Library Manager

  4. Set asset name

  5. Indicates if the asset has preview rendered. Needs to have both original and placeholder png

  6. Render this asset. Renders it in a background instance of blender

    The * on the render button indicates if the file is saved. Changes to an asset like changing a materials color need to be saved first for the render function to pick it up. Changes to the preview camera or asset offset do not have to be saved. On any change in the scene the * symbol will appear as it indicates something changed in the scene.

  7. Toggle the Background and BU Logo on or off. (enables shadow-catcher if Background is disabled)

  8. Enable the preview camera.

    Reset the camera with the refresh icon.

    Toggle UI collapse on and off with the arrow symbol

  9. Enable asset offsets

    Reset the assets transform back to its original

    Toggle UI collapse on and off with the arrow symbol


Asset Metadata

In the metadata tab you can quickly set the description, author, and tags for assets. The metadata shown here is directly linked to the metadata you see when selecting an asset in the asset browser and opening its properties panel on the right side. Any adjustment to the metadata will directly reflect on the metadata in the asset browser

Asset that are not marked will show a grayed out 'Not marked' button

Upload assets to Server
Overview mark tool
Default tab Mark Tool