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5.1
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Asset Browser - Default Asset LIbrary

Bforartists comes with a default asset library – registered by addon. This is enabled by default. With this asset library you can find numerous default assets to get you up and running with your art quickly and…

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Introduction

Introduction

Bforartists comes with a default asset library – registered by addon. This is enabled by default. With this asset library you can find numerous default assets to get you up and running with your art quickly and efficiently.

The Asset Browser Library

The Asset Browser is an editor in the Asset Workspace that gives you some standard lighting settings for the Cycles and Eevee renderer, obects in collections, node groups, materials and more. It contains for example the classical three-point setup. But also some basic volumetrics examples – or a shader ball or color checker reference stand.

The default library addon can be turned off in the User Preferences.

Note that the Eevee light setup is rudimentary. Eevee is a realtime render engine. To achieve more realistic results you may want to use Light probes, and bake the lights and shadows. This cannot be done by the addon though. Light probes requires a scene, light and object specific setup.

Library Contents

Library Contents

To select the Default Library, choose it from drop-down box that contains the libraries that comes with Bforartists. Here you can select what asset you want to load. You also have a Geometry Nodes Library.

The assets are grouped by categories.

Categories

  • Collections
  • Lights
  • Static Meshes
  • Backgrounds
  • Utility
  • Materials
  • Ceramic
  • Cloth
  • Foilage
  • Glass
  • Liquids
  • Metals
  • Misc
  • Paint
  • Plastic
  • Rubber
  • Templates
  • Utility
  • Wood
  • Shader nodegroups
  • Color
  • Layers
  • Mapping
  • Masks
  • Patterns
  • Shaders
  • Shapes
  • Utility
  • Geometry Nodes
  • Grease Pencil
  • Operations
  • Read
  • Write
  • Material
  • Mesh
  • Normals
  • Primitives

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Simple Usage

Preparation

Preparation

Select the Assets Workspace or alternatively change and editor by toggling the Hide Editor Type and changing it to the Asset Browser.

Once you have an asset browser open, select the Default Library from the drop down to the top left of the editor.

Preparation
Preparation

If you don’t see any assets, press the refresh icon.

Loading Assets

Loading Assets

Click on any categories in the left sidebar, then click and drag on an item to then add it into either the Node editors or the 3D View.

The asset and editor context may influence where you can drag and drop. Example: A collection can only be added to the 3D Viewport, but a Node Group can only be added to the Node Editor in the correct mode (Shader, Geometry Nodes, etc)

Loading Assets

You can also drag and drop the assets onto data slots.

Preferences

Preferences

The Default Asset Library is an addon which comes with various functions like modular library management, additional operators and wizards and extended asset interfacing.

When you enable the addon, it will copy the asset library to a central library location.

Note: Bforartists ships with one asset library addon, but you can get support the project by purchasing individual asset library addons available from the Trinumedia sponsor.

EntryWhat it does
InstructionsThis is a note on where to find the libraries, how to use them and what they are called.
Library ManagementContains operators to manually add/remove libraries from preferences. · Remove Libraries: Removes the addon libraries to the central library. If there are no other library addons used, this will remove all library files. · Re-add Libraries: Re-adds the addon libraries to the central library.

Library Information

EntryWhat it does
LocationShows the path of the central library.
Active LibrariesShows how many addon libraries are used.
Status

Shows if the addon library is registered and available.

Wizards

Triggering the Wizard

Triggering the Wizard

Smart assets contain a “Wizard” to help set the asset up. When you drag in an asset with a Wizard hat icon, this means the asset has a wizard enabled. After adding the Smart asset, the Wizard will popup a setup panel to help adjust quick settings to get the advanced asset running.

This wizard can also be used to run and re-run operations to ease the use of the asset.

Note: You can only trigger a wizard on a wizard enabled asset added or linked and overriden in the scene.

Triggering the Wizard

To re-trigger the wizard, you can go to the 3D View – Sidebar – Item tab – Asset Properties panel and run the “Open Asset Wizard” or use the Asset Operators in the asset modifier stack.

Triggering the Wizard
Triggering the Wizard

You can also go to the 3D View - Header – Object – Assets – Open Asset Wizard or use the Sidebar to re-trigger the asset.

Using the Sidebar to change asset properties

Using the Sidebar to change asset properties
Using the Sidebar to change asset properties

You can adjust Geometry Nodes Asset Modifier settings and common properties through slider properties and check boxes directly from the 3D View in the Sidebar.

You can modify numerical inputs for quick parameter changes by size, distance or angle.

Access these properties from the 3D View sidebar in the Item tab, in the Primitive Properties panel.

Note: This panel will only enable for specific assets like Primitives or Blend mesh by Proximity

EntryWhat it does
Open Asset WizardThis will re-trigger the wizard for the selected asset.
Modifier NameThe selected asset name.
Modifier PropertiesThese are the asset properties also found in the Properties Editor in the Modifier stack.

Default Library

Collections - Lights

Here you can get an overview how the result looks like for the different lighting set-ups. Note that just the Cycles results are showing here.

Be careful with the volumetrics examples. Especially the Musgrave example can render eons.

Collections - Lights
Collections - Lights
Collections - Lights
Collections - Lights

Collections – Static Meshes

This category contains static meshes with the prefix “SM_”, which are collections with objects and materials to be used in various situations.

Backgrounds

Backgrounds

This category contains quick photographic backdrops.

Utility

Utility

This category contains utility meshes for object scale, lighting and others, including a shader ball.

Curve

These are Geometry Nodes nodegroups for Curve and Curves objects.

Grease Pencil

This category contains Geometry Nodes nodegroups for Grease Pencil Objects, you can find them in the Geometry Nodes Add Curve menu.

Materials

Materials

This category contains materials useful to quickly apply materials to your objects via drag and drop. You can then later modify the materials in the Properties Editor Materials tab or in the Shader Editor.

EntryWhat it does
CeramicProcedural ceramic materials
ClayProcedural ceramic materials
FabricProcedural fabric materials
FoliageFoilage materials
GlassProcedural glass materials
LiquidProcedural liquid materials
MetalProcedural metal materials
MiscellaneousVarious materials for miscellaneous use cases
PaintProcedural paint materials
PlasterProcedural plaster materials
PlasticProcedural plastic materials
RubberProcedural rubber materials
TemplatesMaterial templates to help setup various material setups
UtilityVaropis utility materials
WoodProcedural wood materials

Shader Nodegroups

Shader Nodegroups

This category contains shader nodegroups useful to create procedural materials in the Shader Editor.

Color

Color

These nodegroups are used to define color halftone effects or a simple PBR layer mix node.

(Vector) Mapping

These nodegroups are used as vector UV mapping nodes to define vector interactions from various texture projections types, from tiling to deformations.

(Vector) Mapping

Masks

Masks

These nodegroups are useful to create masks for edgewear and other effects when layering materials or textures.

Most of these edge masks nodes work exclusively with Cycles, though one works with Eevee. They also contain edge noise, edge breakup and ambient occlusion masking for more control.

They work best when you bake the results as a texture mask to your meshes that have been unwrapped.

Patterns

Patterns

These nodegroups are useful to create procedural patterns for masks or textures in your materials. Each comes with their own set of parameters and data outputs, from UVs, tile position, random color, random values and more.

Shader

Shader

These nodegroups are useful to select shaders via ID or color switches.

Shapes

Shapes

These nodegroups are procedural shapes that you can use with a combination of mapping and pattern nodegroups to then create masks or new patterns. Useful for creating new textures, brushes and motion graphics.

Utility

Utility

These nodegroups are useful to assist various miscellaneous tasks with shader nodes from normals, colour and masks.

Geometry Nodes Library

Grease Pencil

Operations

Operations
Delete Empty Layers

Removes all grease pencil layers that contain no strokes or data—helps performance.

Note: This is only available for the Node Editor asset shelf.

Read

Layer Size

Displays the resolution or size setting of selected grease pencil layers.

Note: This is only available for the Node Editor asset shelf.

Reveals fill material details for strokes in the selected grease pencil object.

Note: This is only available for the Node Editor asset shelf.

Shows stroke-related grease pencil information. Ideal for optimization or debugging.

Note: This is only available for the Node Editor asset shelf.

Write

Applies a consistent stroke thickness based on screen space (rather than object scale), helping ensure visual uniformity regardless of zoom or resolution. This depends on the Camera View.

Note: Available for the Node Editor and 3D View asset shelf as a modifier.

Controls edge softness or blending falloff of strokes. Enables more painterly or smooth transitions.

Note: Available for the Node Editor and 3D View asset shelf as a modifier.

Applies predefined color values to both stroke and fill channels of selected grease pencil elements.

Note: Available for the Node Editor and 3D View asset shelf as a modifier.

Adjusts transparency levels for stroke and fill independently. Useful for layering and compositing effects.

Note: Available for the Node Editor and 3D View asset shelf as a modifier.

Materials

Inherit Material

Inherit Material

This uses the material in the Material tab of the Properties editor as a Geometry Nodes material override.

Inherit Material

This utility transfers the first material slot from an assigned material from the parent object that holds the Geometry Nodes modifier object to the Geometry Nodes procedural geometry. It’s especially useful in workflows where instanced or procedural generated geometry needs to adopt top level material settings through top level manual assignment.

EntryWhat it does
Source GeometryThe source object material, typically the top level geometry of the parent object.
Target GeometryThe procedural geometry to pass the material to.
Material IndexSelects the material slot index.

Mesh

Mesh Lines and Silhouette

Mesh Lines and Silhouette
Mesh Lines and Silhouette
Mesh Lines and Silhouette
Mesh Lines and Silhouette

Note: Available for the Node Editor and 3D View asset shelf as a modifier.

EntryWhat it does
Screenspace RadiusWhen enabled, line thickness is adjusted based on screen space, ensuring consistent appearance regardless of distance or object scale. This is based on the camera view only.
Overall WidthControls both the silhouette and lines width with a general size control.
Variation
Randomization

Introduces procedural noise into line generation for organic or sketchy effects.

Factor

Intensity of variation.

Scale / Detail / Lacunarity / Distortion / Roughness

Fine-tunes the procedural noise characteristics.

Weight Map

Customizes variation intensity via a vertex group.

EntryWhat it does
Vertex GroupName of influencing vertex group
OffsetShifts the vertex group weight and offsets the width of the inverse hull lines
Inner Lines

Adds an inverse hull mesh to simulate lines across surface features to emphasize internal geometry.

Width

Controls thickness of inner lines.

Silhouette

Highlights mesh contours by drawing a backdrop mesh that has been flattened behind the camera angle. This creates a silhouette line or mesh. This is based on the camera view only.

EntryWhat it does
WidthSets the silhouette line thickness.
Flatten FactorCompresses and flattens the silhouette backdrop shape. Less values returns the backdrop silhouette mesh to a 3D shape.
Camera OffsetShifts silhouette backdrop mesh closer or further away from the camera relative to the object position.
PolygonizeEnables silhouette line segmentation based on surface polygons by welding geometry by distance. · Factor: Controls degree of welding influence for polygonization.
IntersectionsAdds silhouette strokes where geometry intersects or overlaps. · Width Offest: Sets the silhouette intersection line thickness. · Object: Selects the intersection object to draw lines · Use a Collection: Defines if the intersection should be defined by a collection · Collection: Selects the intersection collection to draw lines
Weight Map Override

Applies custom width influence from a vertex groups. To use, select an existing vertex group to use, then use the Weight Paint mode to paint. Weight of 1.0 is maximum influence that displaces the width of the inverse hull lines or silhouette, and weight of 0.0 is minimum influence.

Factor

Strength of the effect of the weight map.

Color
EntryWhat it does
Silhouette ColorSets color for silhouette backdrop mesh.
Inner Lines ColorSets color for inner lines.
Use Silhouette ColorForces internal lines to inherit silhouette color.
Material OverrideDefines a custom material for material overrides.
Line OverrideApplies material override to the inner mesh lines.
Silhouette OverrideApplies override specifically to the silhouette backdrop mesh.

Normals

Normals

Blend Normals by Proximity

Blend Normals by Proximity
Blend Normals by Proximity

Adds an object that references a collection to merge all children mesh objects with blended normals and materials by proximity, through intersection distance and blur. This also displaces meshes at intersections.

This asset is ideal for smoothing transitions between intersecting surfaces, faking lighting continuity, or unifying shading across modular components.

Use

This contains a setup wizard to begin.

  1. Drag and drop the asset into the scene
  2. You will be prompted to select a target collection
  3. This will then convert the target collection into driver objects with optional bounding visibility, relative position and material blending – then it create a new mesh with blended normals.
  4. Now you can add new objects to the target collection to influence the new blended normals mesh.
  5. When you are ready, apply the modifier to remesh, start sculpting or modeling. The normals will remain on the applied mesh.
Target Collection
Target Collection

Specifies the collection of the group of objects used to influence the normal blending.

EntryWhat it does
Apply Blend to MaterialsThis applies an intersection gradient alpha to the target collection objects. This will iterate through all objects and materials and applies the alpha at the intersection. Note: If you add new materials or objects to the target collection, re-running the wizard will re-apply. If you turn it off and reapply the wizard, it will remove the material blend from all materials and objects in the target collection.
Use Relative PositionThis will enable the relative position of the source target collection objects, making the new blended mesh snap to the original position. If you keep this off, the new blended mesh will spawn or move to it’s asset placement position.
Enable Bounds Display

This will turn on Bounds display for all the objects in the target collection, useful to remove any z-fighting normals when using a Relative Position on the new blended normals mesh object.

Note: If you add new objects to the target collection, re-running the wizard will re-apply the visibility settings on the new objects.

Enable Bounds Display

If you turn it off and reapply the wizard, it will remove the Bounds display from all objects in the target collection.

Modifier Properties
EntryWhat it does
Target CollectionSpecifies the group of objects used to influence the normal blending.
Normal DistanceSets the range within which intersecting geometry will contribute to the normal blending by proximity process.
Blending IterationsAdds another blending iteration to the group of objects to assist in solving self-intersecting blending issues. This will affect performance as this repeats the operation. When enabled, calculates blending based on object-relative coordinates. Useful for maintaining orientation consistency with source objects from the target collection.
Quality

This defines the quality of the normal blending which affects performance.

  • High: Uses blending by proximity. Default. This can be low on performance if there are many islands or instances being evaluated.
  • Low: Uses a “nuetral” normal at the intersections. This is more performant but less noticeable.
Material Blend
Material Blend
EntryWhat it does
StrengthControls how strongly materials are blended at the intersections.
OffsetShifts the blend region inward or outward from the intersection. Fine-tunes where the material transition begins.
Debug IntersectionsVisualizes intersection zones for troubleshooting. Helpful for verifying blend boundaries or for using it to bake to a new texture.
NoiseAdds procedural noise to the blend region. Useful for organic or stylized transitions. · Scale: Controls the scale of the noise pattern. Higher values produce larger, more visible noise features.
Intersection Displacement
Intersection Displacement

Enables geometry displacement at intersection zones. Controls how intersection regions between meshes are offset and displaced before normal blending. Used to create bulges, dents, or organic merging effects

EntryWhat it does
DistanceThe threshold for detecting intersections. This defines how far the geometry is displaced from its original surface.
OffsetShifts the displacement region relative to the intersection. Moves vertices slightly to resolve overlap artifacts.
BlurSoftens the influence of blended normals across adjacent geometry · Iterations: Number of smoothing passes on the displacement. · Weight: Intensity of smoothing. Higher values lead to broader averaging.
Normal Blur

Optional secondary blur targeting only normals.

Note: This only blurs normals at the intersections. Object normals are preserved.

EntryWhat it does
IterationsNumber of blur passes applied to normals.
WeightStrength of normals blur smoothing.
Material Override
Material Override

Toggles material overrides, otherwise it will inherit each objects from the target collections' material.

EntryWhat it does
MaterialSelects the material for the material override.
Inherit MaterialThis toggles the use of the material in the Material tab of the Properties editor as the override.
Info
Info

Displays how many mesh islands are currently being blended. Useful for performance monitoring and debugging.

Inherit Smoothness

Inherit Smoothness

This utility transfers the smoothness (normals) of the parent object that holds the Geometry Nodes modifier object to the Geometry Nodes procedural geometry. It’s especially useful in workflows where instanced or procedural generated geometry needs to adopt top level smoothness settings through top level manual assignment.

EntryWhat it does
Source GeometryThe source object smoothness, typically the top level geometry of the parent object.
Target GeometryThe procedural geometry to pass the smoothness to.

Primitives

Primitives

These smart primitives are procedural shapes with gizmos to control width, height, resolution, radius, revolutions angles, and other settings including bevel, bevel resolution and other controls.

Use

Using the Gizmos

When the modifier is selected, you can use gizmos directly in the viewport to adjust values of the primitives in an intuitive sense. They are color coded to specific functions.

Red/Green/Blue Square is XYZ scale respectively

Red/Green/Blue Arrow is XYZ loop resolution respectively

Primary Yellow

Circle: Revolve Angle

Square: Scale all axis’

Arrow: Adjust all loop resolutions

Secondary Cyan

Arrow: Bevel Resolution

Square: Bevel Scale

Circle: Twist

Using the Sidebar and Modifier properties
Using the Sidebar and Modifier properties
Using the Sidebar and Modifier properties
EntryWhat it does
Top-Level PropertiesAdjust settings affecting all primitives with common properties through slider properties and check boxes Modify numerical inputs for quick parameter changes by size, distance or angle. Access these properties from the 3D View sidebar in the Item tab, in the Primitive Properties panel.
Bevel PropertiesSet bevel depth and resolution.
Resolution PropertiesModify loop resolution Set subdivision detail
UV PropertiesEnable relative scale UV's, when applicable Modify UV scaling and alignment (Coming soon) Modify UV type, relative or absolute (In Progress)

Basic Shapes

EntryWhat it does
CubeA standard six-sided shape, great for solid modeling. Includes relative Uvs and resolution gizmos.
Cube RoundedA cube with softened edges for a more organic feel.
SphereA perfect round primitive, ideal for smooth surfaces. Includes relative resolution controls.
IcosphereA low-poly spherical shape made of triangles, great for optimization with various levels of resolution.
ConeA tapered shape with a circular base, useful for pointed structures.
Cone RoundedA cone with a smoother, more organic tip.
CylinderA uniform circular primitive, essential for pipes and tubes.
Cylinder RoundedA cylinder with softened edges for better transitions.
TubeA hollow cylindrical primitive, great for mechanical parts.
Tube RoundedA tube with smooth edges for a more natural look.

Advanced Forms

EntryWhat it does
CapsuleA stretched sphere useful for stylized characters and smooth objects.
Capsule RevolvedA capsule rotated for unique geometry shaping. Includes the abilty to revolve around an angle.
GridA flat subdivided plane useful for ground surfaces and mesh guides. Includes relative Uvs.
TorusA ring-shaped primitive, ideal for looped structures.
Torus RevolvedA torus rotated for specialized forms. Includes the abilty to revolve around an angle.
SpiralA coiled shape, useful for decorative and mechanical designs.
CircleA simple 2D shape for base geometry and cutouts. Includes stamped or path based UV's.
Circle RevolvedA circular shape rotated into a 3D form. Includes the abilty to revolve around an angle.
Curve LoftedGenerates complex surfaces using loftes curves with a central profile gizmo system. Includes taper, bend, swell and volume bevel controls.
Cylinder RevolvedA cylindrical shape rotated for varied effects. Includes the abilty to revolve around an angle.
Cylinder Rounded RevolvedA rounded cylinder adapted for more curvature. Includes the abilty to revolve around an angle.
Tube RevolvedA tube rotated for improved modeling flexibility. Includes the abilty to revolve around an angle.
Tube Rounded RevolvedA smoothed, rotated tube for streamlined designs. Includes the abilty to revolve around an angle.
Cone Rounded RevolvedA tapered primitive that blends sharpness with curvature. Includes the abilty to revolve around an angle.
Sphere RevolvedA sphere adjusted through rotation for unique formations. Includes the abilty to revolve around an angle.