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.

Featured materials from Verge3D material library
Featured materials from Verge3D material library.

Installing

Material library is available in Soft8Soft store in the form of themed packs, for example:

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.

Blender file paths settings

Click on the + button on the Asset Libraries panel. In the appeared dialog find and select the library folder, then click Add Asset Library:

Adding asset library in Blender

Verify you have your new pack added to the Asset Libraries list:

Asset library added

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.

Essential asset pack

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.

Blender environements pack

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.

Material library settings

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.

Finding image path in Blender

If it appears that the texture is referenced from the material library folder, use the menu ImageSave As to re-save it to your application folder.

Resaving image in Blender

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 FileExternal DataReport Missing Files.

Checking integrity of Blender scene

If any of the textures used in the .blend file are missing, a yellow splash warning will be shown at the bottom.

Error with missing asset

Got Questions?

Feel free to ask on the forums!