Asset libraries

We are trying to figure out how we should set up our asset libraries (3d, 2d, Shaders, Textures, Videos etc etc)

At the moment we have a system that supports categories (similar to megascans, polyhaven, turbosquid etc etc) which means we have a flat hierarchy for all assets on disk and let the database sort out the structure.

The good thing about this is that we can have the same asset in multiple categories.
Also if we don’t like a category we can easily change it and it wont mess anything up on disk (or any dependencies)

I am trying to figure out the best way to deal with asset libraries in AYON since it does not work with categories in the same way (the list function is a step in the right direction but not really the same thing)

Basically I want to be able to do:

3dAssets > Tools > Screwdriver
3dAssets > Clients > HardwareStoreClient > Screwdriver

Also would it be best to set up one new project for each library for better control? (settings, anatomy etc)

I could make a feature request but this seems like to big of a change in how AYON works? So mostly seeking advice on what to do :slight_smile:

Hi.

I’d say that to make this really workable we’re missing a few key features, which are however on a short term roadmap.

  1. Reworked product browser that will operate a lot more like the overview page when it comes to filtering data + thumbnail views of course
  2. Ability to save and share the filtered views.

Those two would allow you to build fairly flat asset databases, and use custom attributes and tags for their categorisation instead. To get to 3d assets > tools you’d then just open the browser and filter by those two criteria.

Hierarchy is good for things that are really 1-many mapping of information. If Screwdrive can only be a 3d asset, then it can be in it’s hierarchy. But if it’s a tool, a weapon and a toy at the same time, you should really use tags or custom enumerators for that.

We wanted to be done with that work before Annecy, but there was some client re-prioritization, so I’d say realistically it might be done mid July…I’d hope

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Thanks for your reply!

It becomes a bit more complex since the hierarchy also needs to show in the loader/launcher/publisher etc. So we can’t only rely on what works for the web viewers.

Maybe the safest thing to do for now is to keep all assets self contained within projects for now and once more AYON features fall into place we can work on shared libraries.

If you can share examples or a video demonstration of your current ‘library’ and maybe the described production use cases this may help to guide us as we work on the designs/browsers of the future in AYON (incl. whatever relevant support may be needed to cross-over to the desktop tools too).

So, definitely do keep sharing your input and thoughts - it’s very valuable.

library5

For our internal tool it looks almost identical to megascans so I’ll share that instead to not get in trouble.

In the megascans example we see the same assets in two different categories

Environment > Industrial > Roadside construction > Cone
3DAssets > Street > Traffic cone > Cone

Pros with this system

  • Create or delete categories without affecting anything on disk
  • Multiple categories sharing the same assets. For example we have some client specific categories and some more generic ones.

So it is very similar to what you have started to do with the list view actually.

Just adding my 2 cents,
On Quixel we have 2 main menus on the left

  • Home
  • Collections

I think in AYON this can be map to

  • Home → Project Hierarchy
  • Collections → Lists like preview where you can create lists and categorize the products the way you prefer.

Anyways, at the meantime, I think ceating a library project with good hierarchy can be nice and users can access it normaly by AYON loader.

Trying to work around a system never really works that great (especially since things needs to work in the loader)

So my best bet is probably to move away from a flat hierachy and make a set folder structure.
And maybe in the future do something else :slight_smile: