The individual Assets

You will find a variety of included Assets in the Asset Browser, which you can use to create materials as well as polygonal objects, for example.
All assets are divided into different categories. The subsections follow this division. Note that you can also create categories yourself and populate them with your own Assets.


Note 1:Only the Base Nodes are described. Some Asset Nodes are created from these Base Nodes and do not have their own description. These Assets can be converted into a Group using the Edit Asset as Group command, which you can use for learning purposes to see how the Base Nodes have been assembled and linked (e.g., Grass or Stairs nodes).
Note 2:Some of the Material Nodes or even Scene Nodes described below have partly the same parameters as the already existing corresponding shaders or modeling functions. So it may well be worthwhile to take a look at the sample images there!


Note that some Nodes work the same in the different modes of the Node Editor - which, after all, cover different functional areas - such as the Nodes from the Math category. Other Nodes, on the other hand, may only make sense to use in conjunction with Scene Nodes and not with materials. The Asset list is therefore automatically filtered depending on the active Mode setting of the Node Editor, so that only the Nodes functioning in the current Node Editor mode can be selected.