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In this article, we’ll explore key principles for setting up a texture library. Because textures often come from various sources—some free, some purchased, and others created in-house - establishing a consistent naming system for all associated files (diffuse, roughness, metalness, etc.) can save a lot of time in the future.

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Keep in mind that even with standardized naming conventions, third-party vendors sometimes include misspelled or inconsistent layer names. These exceptions can complicate the unification process, so be prepared to adjust accordingly.

Workflow

In the ingest viewIngest View, you can choose whether to rename the additional files or preserve keep their original structure. Configuring Setting up a Python hook (pre ingest load) can save a significant amount of time and manual effort. It all comes down to how much time you can and want to spend on , depending on how much you’re willing to invest in organizing your texture library.
The more time effort you put in now, for example by getting everything into one unified name spaceupfront, such as unifying everything under a single naming convention, the more time you will save down the road.
In the Ingest View you decide to assign a common you’ll save later.

Specifically, you can assign a shared naming convention for additional files by settings the defining a layer type (e.g., texture) and layer names for each additional file. This allows lets you to generate previews for each layer, which will be visible in the Gallery View and linked to the corresponding asset’s additional files for each asset.

In the Settings View you can decide if , you have the option to configure whether and how to generate previews for the your texture files are generated. Please refer to this article for instructions on configuring the transcoding templates: 3D Assets

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There are several options which have different time investment on your end:

Clean incoming files

The task goal is to create a Python hook file for every each vendor to deal with handle their specific naming conventionconventions. Creating By implementing different ingest logic allows you to rename to incoming texture layers in one , you can standardize incoming texture layer names under a unified naming convention.
This ensures consistency, keeps everything nice and tidy and allows for better organized, and enhances integration into your pipeline and workflows since it all follows the same patternby maintaining a uniform structure.

Pro

  • well structured files on disk

  • less work using the textures in production

  • easier to automate task in your pipeline

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  • time consuming

  • requires Python knowledge

External preview generation

You can use an external 3D tool to generate previews, such as a turntable rendering of the texture set applied to a 3D model under specific lighting conditions or within a neutral grading workflow. The preview can be a single image, a movie file, or an image sequence rendered through your internal pipeline.

Pro

  • very good and custom preview of the texture

  • well structured files on disk

  • less work using the textures in production

  • easier to automate task in your pipeline

Cons

  • time consuming

  • needs more technical setup on your end

Ingest original previews

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Some texture sets provide you ship with a preview of that textureimage. A less time consuming option quicker method is to ingest only ingest that preview and , then simply copy the entire texture folder along with all it’s its additional files. This keeps approach preserves the original structure as it isfolder structure. However, if you don’t ingest the additional files through Das Element, they won’t be linked to the database and won’t appear in the Gallery View.

Pro

  • less time consuming

  • keeps original structure and file naming

Cons

  • potentially less structure on disk

  • no previews for the different texture layers

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