Material Nodes - Alternate method to create asset library

In this course, asset libraries are created by duplicating the icosphere object, creating the material, then marking the material of the object as an asset. Then, the object is hidden to work on the next material. This means that there is an unneeded object in the file for every material. This seems like a lot of extra data Blender has to deal with every time the file is parsed in the Asset Browser.

After a bit of research, I think I have found a better way.

In my file, I start with an icosphere with no material attached. I click ā€œNewā€ to create the new material, and set the material up. Once I am happy with it, I go to the material properties panel, and in the materials list, right click the material and click ā€œMark as Assetā€. I have the Asset Browser open in another pane, set to local file only. Once I am sure the material shows up there, I remove it from the icosphere.

Normally, when a material is not attached to an object, the material is deleted when the file is closed and reopened. However, if the material is marked as an asset, a fake user is created so that the material isnā€™t lost. I believe this is the intended way to create an Asset Library for materials. In fact, when I purchase commercial texture libraries that support Asset Browser, this is how they are usually set up.

Also, in the local file Asset Browser, you can create ā€œcatalogsā€ that the materials can be drag and dropped into. This will create a tree structure that your assets will be sorted into when displayed. At the end of the course, your file will be pretty big, and this can help you find a material more quickly in your projects.

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Blender is very flexible in the way you want to manage projects and stock.
Marking assets as a library is a smart thing to do, but it can slow down your system.

Because Blender does not make an asset library as such. But deep scans a folder for .blend files, and when found it will check if this file has marked assets. And will place them in the asset panel. If you duplicate (as in backup) a .blend file with assets, you will see a duplication of assets.

In my case, I have a lot of .blend files stored on my NAS system. Blender accesses them for assets, but it is very slow.

Every time you start Blender and load a project, this project will be cleaned from unused uses. Until you marked it as ā€˜Fake Userā€™. If you donā€™t use an object and or material and save the .blend file. It still there!
But when load this file again, those unused object will be gone.

Have fun!

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