New asset features in Blender 3.3+

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  • Опубліковано 4 лют 2025

КОМЕНТАРІ • 47

  • @anjonde4086
    @anjonde4086 10 місяців тому +1

    6:00 Thank you for validating my frustration! I’ve been going nuts trying to figure out how to organize between files. It never occurred to me that something so basic and obvious would be impossible! Why even have an asset browser if it’s going to be so roundabout and disfunctional?

  • @wareagle9655
    @wareagle9655 Рік тому

    Watching about the asset browser and learned how to make a node group- Nice.

    • @DanielGrovePhoto
      @DanielGrovePhoto  Рік тому +1

      You always get more than you bargained for with my videos! Thanks for watching. I have 2 videos that teach how to use the asset. Rosser if you need help with that.

  • @gezza3153
    @gezza3153 2 роки тому +8

    It actually IS possible to add a Collection asset to your scene without making it an Instance. After you drag your collection asset from the asset browser (7.:20 in your video) just open the Add Collection box (bottom left of viewport) and deselect the 'instance' checkbox. The full original hierarchy will then load into your scene.
    Seems like an afterthought, and should probably be the default setting, but at least the option is there

    • @DanielGrovePhoto
      @DanielGrovePhoto  Рік тому

      Thank you so much for this However I don't see that check box option in the add collection dialog down there. I'm in 3.4.1

  • @bunnybreaker
    @bunnybreaker Рік тому

    Thanks for this. I'm so behind on Blender updates, this was really helpful.

  • @3djimmy
    @3djimmy 2 роки тому +1

    Game changer ...it just keeps getting better, many thanks.

  • @craigbaker6382
    @craigbaker6382 2 роки тому

    Life saving. Thank you.
    Due to the shortcomings you highlight in this video the Blender Asset "system" has been intimidating enough that I have resisted trying to learn how to use it.
    Part of it was my frustration when I attempted to do exactly the things you complain about regarding source files and clunkiness I was unable to figure out how to do the saving steps such that assets could be moved around.

  • @mastart4971
    @mastart4971 Рік тому

    Thank you for your Tutorial. Very nice!
    Is it also possible to make your own asset browser online so you could share it with a class for example?

    • @DanielGrovePhoto
      @DanielGrovePhoto  Рік тому +1

      Yes but you'd need to use a cloud storage service and each computer use something to auto sync the cloud data to their local storage which Blender would be looking at. Or perhaps Blender can look at an asset folder which is a network drive but I don't have experience with those.

    • @mastart4971
      @mastart4971 Рік тому

      @@DanielGrovePhoto Thank you very much

  • @ImaginaShip
    @ImaginaShip 2 роки тому

    Thanks for the informative video, Liked and Subbed!

    • @DanielGrovePhoto
      @DanielGrovePhoto  2 роки тому +1

      Thanks! How'd you find me?

    • @ImaginaShip
      @ImaginaShip 2 роки тому

      @@DanielGrovePhoto believe it or not, you popped up in my UA-cam feed. It appears you are favored by the Algorithm Gods!

    • @DanielGrovePhoto
      @DanielGrovePhoto  2 роки тому

      @@ImaginaShip hazaah! I shall sacrifice my firstborn to the Algo-god!

  • @BG_Andy
    @BG_Andy 2 роки тому +6

    Unfortunately the Asset Browser is too annoying to use. I wish I could add assets on-the-fly without always having to save the objects into separate files. I still prefer the Asset Management addon which is much better and easier to use.

    • @arniespace
      @arniespace 2 роки тому +1

      Yes, Asset Manager is a great tool. Mine is loaded up with a lot of stuff. Never had a problem getting my stuff back when starting out with a new Blender install either.

    • @kullenberg
      @kullenberg Рік тому +2

      It's a spectacular failure! So disappointing

  • @arniespace
    @arniespace 2 роки тому +4

    The asset library is a bit confusing (frustrating) to use at first. I did finally get the hang of it after a couple days of using it a lot. I do still make the mistake of creating a kit bash asset and I want it in another file with similar items. I then have to save the file, open the one I want it in, and append the asset there. This process does break my momentum when I'm on a roll.

    • @genesis2303
      @genesis2303 2 роки тому

      Try this tool, it makes lot of things faster, you don't have to enter every asset file to organize catalogs make rename and other useful stuff:
      ua-cam.com/video/NHZilcrawAM/v-deo.html

    • @arniespace
      @arniespace 2 роки тому

      @@genesis2303 Thanks man, I'm on it!

  • @TheLokos87
    @TheLokos87 Рік тому

    Thanks!!! 👍 Очень полезная информация, особенно с коллекциями из ассетов!

  • @genesis2303
    @genesis2303 2 роки тому

    What?👀 You don't need to go as deep as blender file in outliner at all, right click on shield icon on your node group (to the right from its name field) have option to mark as asset.

    • @DanielGrovePhoto
      @DanielGrovePhoto  2 роки тому

      No, this simply gives it a fake user which means it won't be purged due to it not being used in any materials. Click the shield on a node group and then go to the outliner and you'll see it's not marked as an asset as a result.

    • @genesis2303
      @genesis2303 2 роки тому

      @@DanielGrovePhoto Dude, I said RIGHT CLICK (not left click) on shield then you have option in right click context menu to mark as asset without diving in outliner.

    • @DanielGrovePhoto
      @DanielGrovePhoto  2 роки тому +1

      @@genesis2303 Oh sorry I must have been reading too fast and didn't see that. You're right! Thanks for that time saving tip.

  • @Frostensen
    @Frostensen 2 роки тому

    So what happens If I have a material whose nodes I want to combine with nodes from another file? As I see it here, it seems that if I want to use the nodes within the group I have to copy and paste them outside the group into the main material I want to combine them with. In short is it possible to store nodes (within the asset browser) that I can pull out and drop in shader editor to combine different materials?

    • @DanielGrovePhoto
      @DanielGrovePhoto  2 роки тому +1

      No. They have to be in a node group to be saved as an asset.

    • @Frostensen
      @Frostensen 2 роки тому

      Meaning I have to copy/paste nodes outside the group if I want to combine them with the ones in the current project (that is, if I can't use the simple mix shader straight forward option)

    • @DanielGrovePhoto
      @DanielGrovePhoto  2 роки тому

      @@Frostensen correct

  • @donsigwig
    @donsigwig Рік тому

    If you don't want to instance your collection, just change the "Append (reuse data)" at the top of the asset browser pane to "Link" and hey presto you have all your collection objects (which you can then override too if you wish)

    • @DanielGrovePhoto
      @DanielGrovePhoto  Рік тому +1

      Game changer, thank you!

    • @DanielGrovePhoto
      @DanielGrovePhoto  Рік тому

      I'm now in Blender 3.4 and not seeing that drop down that use to be there for reuse data.

    • @donsigwig
      @donsigwig Рік тому

      @@DanielGrovePhoto You only see it when linking assets from another file. I know, don't ask. Its bizarre.

    • @DanielGrovePhoto
      @DanielGrovePhoto  Рік тому

      @@donsigwig Ah! Tricky tricky! If Blender can fix that and allow us to move assets around outside the original file it will become a lot more popular.

    • @donsigwig
      @donsigwig Рік тому

      @@DanielGrovePhoto Not sure I'm understanding you there. It's when you try to use an asset from the asset browser in a file where the asset is defined as an asset. i.e the same file (the asset browser is set to "Current File"). That's when you don't see the drop down with Append and Link options. If you link assets from other files, the drop down should be there. There is a really great video here that explains some big gotchas with the asset browser and Library Overrides ua-cam.com/video/nujaW-qNoRk/v-deo.html

  • @othoapproto9603
    @othoapproto9603 2 роки тому

    Better, but still no shaders on the asset thumbnail.

    • @DanielGrovePhoto
      @DanielGrovePhoto  2 роки тому

      The asset browser cannot yet generate previews for procedural materials that I've found. But if you're using image based materials like PBRs you need a texture coordinate node plugged in to at least one of the image nodes for it to make a thumbnail preview.

  • @Puckerization
    @Puckerization 2 роки тому

    I hate collection assets. I use the Zen Sets addon to add all the objects to "Parts" sets, which is basically a list of the objects you can select. I then join all the objects as a single object and save it as an Asset. When I drag the Asset from the asset browser it conforms to surfaces like normal (unlike Collection assets that float) and the Zen Sets Parts comes with it.
    In edit mode I can select any of the parts in the Zen Sets Parts list and move them around etc while they are still part of a single object. I can then convert any or all of the Parts back to individual objects using Zen Sets...and then right-click and Group them with MachineTools (which is free).

    • @DanielGrovePhoto
      @DanielGrovePhoto  2 роки тому

      Strange, when I drag assets from the asset browser they conform to the geometry I'm about to place them on.

    • @Puckerization
      @Puckerization 2 роки тому

      @@DanielGrovePhoto With a Collection asset, I don't get the temporary previz mesh thingy that appears under the asset when you drag it out of the Asset Browser...and if the scene is empty, it doesn't conform to the ground plane, so it can float above the ground.

    • @DanielGrovePhoto
      @DanielGrovePhoto  2 роки тому

      @@Puckerization Ah you are right! I apologize collection assets don't conform to surfaces and you're also right they don't have a previz when dragging before dropping that is annoying. One of the many things I hope will be fixed in future versions.

    • @Puckerization
      @Puckerization 2 роки тому

      @@DanielGrovePhoto Yes, If they can fix that, then Collections are the way to go for multipart objects. Right now my Kitbash 3D assets have the Zen Sets method applied and then imported using True-Assets Kitbash importer feature.

  • @kickaireightptilde4825
    @kickaireightptilde4825 Рік тому

    Useful info, thx! Around 18:40 you said “these are some real cool noise things I found online for free, if I can find the link to it I'll put it down below, but it makes all kinds of different noises that Blender doesn't really provide out of the box.” I'd appreciate the link, did you ever find it? Edited to add: is it Simon Thommes's Procedural Noise Texture Pack from 2019? ua-cam.com/video/K91OKfeUT34/v-deo.html

  • @MrJdeffp007
    @MrJdeffp007 2 роки тому

    slowly