Using Material Library / Blender
Verge3D material library is a collection of ready-to-use materials and environments which may significantly improve your efficiecy in creating web-optimized content. Below is the description of a recommended workflow on how to install and use these libraries.
- Installing
- Adding Materials to Project
- Setting up the Environment
- UV Mapping
- Configure Your Materials
- Relocating Textures to App Folder
Installing
Material libraries are available in the Soft8Soft store in the form of themed packs:
- Essential Material Pack (Eevee-based)
- Machinery Material Pack (Eevee-based)
- Jewelry Material Pack (Eevee-based)
Simply unzip the archive with a library pack to any folder on your computer (e.g. in Verge3D applications folder). Open the Blender Preferences and go to the File Paths tab.
Click on the + button on the Asset Libraries panel. In the appeared dialog find and select the library folder, then click Add Asset Library:
Verify you have your new pack added to the Asset Libraries list:
Done, the materials will be available right away.
Adding Materials to Project
In order to use the material library in your project, just open the Asset Browser in Blender.
Materials can be assigned on your models by a simple drag-and-drop operation.
Setting up the Environment
Eevee-based materials require the environment (world shader) to be set up, otherwise the materials will look dark and non-reflective. Use the Environments category from the asset library to assign the proper environment. Similarly to materials, this can done by a simple drag-and-drop operation.
See also this video tutorial to find out how to fine-tune your environments.
UV Mapping
Most materials in the library require models to be UV-mapped. Consider unwrapping your models for best results.
Configure Your Materials
Most of the shaders offer sets of inputs by tweaking which you can create a unique material suitable for your needs.
Besides that, there are special inputs for easy connection of baked normal and AO maps.
Relocating Textures to App Folder
For the sake of integrity of your application (which is important if you're transferring your project sources to a third party), you can save the textures used by appended materials in the app folder as described below.
Open the Image Editor (or UV Editor) in Blender. Select a texture from the drop-down menu, and check its file path.
If it appears that the texture is referenced from the material library folder, use the menu Image → Save As to re-save it to your application folder.
Search for other material library textures and repeat this operation until all textures are relocated.
You can check the integrity of your application by moving its folder to another location in your file system. Open the .blend file and invoke File → External Data → Report Missing Files.
If any of the textures used in the .blend file are missing, a yellow splash warning will be shown at the bottom.
Got Questions?
Feel free to ask on the forums!