BatchGenie Asset Assistant: Rendering, Importing, Exporting, and Batch Utilities for Assets

Hey everyone!

I’m excited to introduce BatchGenie, the addon I’ve been working on for the better part of this year. Created as I needed features that didn’t exist in the form I wanted.
Now, it includes many unique features you won’t find anywhere else, with seamless integration into the Asset Browser, allowing you to work with both internal and external blend files to build and manager your Asset Library.

The functionality can be divided into four main categories:

Render Asset Previews:
Create high-quality previews for materials, objects, and collections, tightly integrated into the Asset Browser, enhancing your Asset library or showcasing them externally.

Import:
Batch Asset importing with a single click, including PBR textures and more, offering robust customization options.

Export:
Batch Export objects, collections, and materials directly from the Asset Browser

Utilities:
17+ utilities designed to handle common tasks efficiently, such as asset tagging, changing material or node attributes.

Check the Feature Summary section at the bottom for more details, or visit the Blendermarket page for a more structured layout of the functions!

Promo Video

Title - Rendering


Render either via the BatchGenie panel or the Asset Browser:


Render customization:
Render Customization render_asset_previews_render_settings


Title - Importing

import_example import_blend-example(no-settings)


Title - Export

Export via the main panel:
export_blend export_folder_structure_example
Also integrated into the Asset Browser, just select assets and click export, either as individual blend files or one combined file.


Title - Utilities

utility_change_attribute utility_change-material-settings

utility_replace_shader_nodes Find Unconnected Nodes

Find Zero Strength Nodes Color Space Validator

Batch Rename utility_set-origin

— — Asset Browser Utilities — —
utilities_asset_browser
Add Tags - Default Add Tags - Object And Collection Dimensions Add Tags - Object Triangles Add Tags - Object vertices utility_asset_browser_tag_material_type Add Tags - Texture Resolution

Split And Combine Tags Remove Tags

Manage Metadata Move Assets Utility
Other Asset Browser utilities include:

  • Export: Export selected assets, see the ‘Export’ section for more details.
  • Load previews from disk: Batch load custom Asset Preview images from a specified directory.
  • Pack Textures: This feature packs all associated textures into their respective blend files, ensuring that your assets retain their appearance without the need for external texture files.

More screenshots

Import related settings

Custom Attributes Custom Texture Example
Example of an import with various additional accessory nodes:

Example usage of a custom node-group instead of Principled BSDF:


Documentation

Explore the extensive documentation and a detailed 1-hour instruction video available here: https://batchgenie.roberd.net/


Available via

Feature Summary
  • Easy one-click interface for instant use, while offering advanced customization options.

  • Both rendering and all utilities work with local and external Assets, so you don’t have to open each Asset file individually when working with them.

  • Built-in parallel processing when working with external assets, allowing multiple assets to be processed simultaneously in the background.

  • Asset Preview Rendering:

    • One click batch rendering making the process swift and efficient.
    • Supports rendering of multiple types of Assets: materials, collections, and objects, including VDB volumes.
    • Seamless Asset Browser integration allows you to easily select and render images for your existing Assets. You can render any combination of different Asset types, including materials, objects, and collections.
    • Advanced filtering to find and replace missing or low-quality Asset Previews for both newly imported Assets and your existing Asset Library.
    • Easy controls for lighting and background settings, enhanced with Render Presets to streamline setup. You can choose from ready-to-use lighting configurations that automatically adjust light parameters, including support for HDRI images.
    • Render to external locations: Expand beyond Asset previews by saving images externally, facilitating the quick creation of professional showcase images for your Assets.
  • Importing:

    • Texture Import:
      • Blazingly fast imports.
      • Supports both Metallic/Roughness and Specular/Glossiness workflow.
      • Supports for 16+ types of maps: Albedo, Metallic, Roughness, Gloss, Alpha, Subsurface Scattering, Specular, Transmission, Emission, Sheen Color, Normal, Bump, Ambient Occlusion, Cavity, Displacement, and PACKED & CUSTOM types.
        • Packed: ARM/ORM/RMA textures that combine AO, Roughness, and Metallic maps.
        • Custom: Import any map and connect it to your chosen input via a dropdown menu. Supports packed textures.
      • Automatically sets up all necessary nodes, including color space adjustments and other configurations for a smooth workflow without manual intervention. This includes detecting normal map format and adding conversion nodes if needed, as well as auto-detecting the alpha channel from the Albedo texture to use its alpha channel if available.
      • Supports all combinations of Normal, Bump & Displacement maps.
      • Flexibly adjust the strength of Normal, Bump, Displacement, Ambient Occlusion and Cavity maps during import with the added convenience of bulk updates afterwards if needed.
      • Logic adept at deciphering complex texture naming conventions and avoiding duplicates of similar maps such as Roughness & Gloss.
      • Ability to designate a custom node-group to substitute the Principled BSDF shader in imported materials, enabling precise material customization during the import process.
      • Custom Input Socket Attributes: This feature enables you to define attributes for any input socket on the main shader of imported textures. You can assign specific colors or values, or utilize randomly generated values as required, including both whole numbers and decimals. This can be particularly useful for populating ‘Seed’ sockets.
      • Supports a mix of subfolders and files, allowing processing of textures located in both the root folder and subfolders.
    • Blend File Import:
      • Import objects, collections, and materials from multiple blend files at once.
  • Exporting:

    • Batch export objects, collections, and materials to blend files with ease. You can choose to export them as individual blend files or combine all selected assets into a single blend file. This feature is directly integrated into the Asset Browser for seamless access and functionality.
  • Utilities:

    • Utilities are available for working with your current blend file and are integrated into the Asset Browser for quick access.
    • Tools for bulk updating material settings such as Displacement and eevee specific settings.
    • Node Attribute Changer: Target various nodes or custom node-groups within materials to change socket values, set specific colors, or use random values for seed sockets.
    • Replace Node Utility: Replace existing ‘Shader Editor’ nodes with custom Node-Groups.
    • Unconnected Nodes Finder: Identify unconnected nodes within materials and batch delete them if needed.
    • Find Zero Strength Nodes: Search for Normal Map, Bump, and Displacement nodes with zero values, potentially affecting material appearance.
    • Color Space Validator: Verifies image textures for correct color space settings, with an option to automatically fix any issues.
    • Reload Images: Update externally edited images in Blender, ensuring they refresh correctly.
    • Tagging Utilities: Easily add and remove tags for Assets in the Asset Browser. The Smart Tag feature lets you choose to add tags like dimensions, triangle and vertex counts, and texture resolution, offering detailed Asset information.
    • Metadata Adjustment: Easily adjust metadata in the Asset Browser, allowing batch additions of description, license, copyright, and author.
    • Move Asset: Organize your Assets efficiently by moving them to the correct Asset Catalogs with a single click, without having to open each individual Asset Blend file.
    • Load previews from disk: Directly load custom asset preview images from a specified directory.
    • Pack Textures: Easily pack textures for assets in the Asset Browser with a single click.
    • Set Origin: Quickly set object origins.
    • Plus a few other small utilities!

If you have any questions, feel free to let me know! :slight_smile:

1 Like

Multiple updates have been released since the initial launch, and I’m really happy with the progress. There are many more features in the pipeline that are currently being built.

Some notable new features include expanded importing and exporting capabilities, along with multiple new utilities added to streamline workflows and address user needs.

Stay tuned for more updates! If you want to dive into the details, check out the full changelog.

I’ve also updated the above post with details, but having a functional layout on a forum is challenging, so it’s a bit of a mess. I would recommend checking the Blendermarket page for a better overview.

Cheerio! :rocket:

Many updates since last!
The most exciting ones are the new ready-to-use presets for rendering and the ability to create and save your own.
render_presets_demo

I have also verified it with Blender 4.3 as well!

1 Like

Wow this is what i always wish to have in a single addon! I used multiple addons to achieve all this😅

I have some questions, often times i work with textures with different suffix eg A for albedo, M for MRAO and other uppercase single letters suffix. Is it possible say using “a.” as keyword for albedo from “AlbedoA.png”, would it be imported properly?

For custom packed textures are you planning to add more than 1?

This might be far on the future, on exporting feature if it support say fbx format are you planning to add custom script?
eg changing name for armature object on each exported marked collections etc.
Thanks

1 Like

Hey!
Currently single-letter suffixes are not supported… sounds a bit tricky :upside_down_face:, Are they something like “NameOfTexture_A.png” for albedo? Could you message me the details about the naming scheme so I can take a look?

For packed textures:
Nothing specific is planned, but I could add more. If you look at the current implementation (it’s selected at the bottom of the import page and you select what sockets they are connected to*), would just adding more options like that suffice? Or does your workflow require something more intricate?

*Right now, the packed textures are plugged directly into the shader node. They’re not currently designed to connect to other nodes, but I might implement that later but there is a workaround: My usual workflow is to use custom groups with a lot of inputs that handle everything internally. For example, if you need to use custom blending of AO or connect any of the channels to somethiing completely els you can do it inside the group and just exposing the socket, so this way I can connect the packed textures to anything.


This might be far on the future, on exporting feature if it support say fbx format are you planning to add custom script?
eg changing name for armature object on each exported marked collections etc.

I’m not quite following what you mean, but I read it as that you want to run your own .py scripts when exporting? I have not yet thought of that at all, im not sure if this is something I will implement but I might take a look at it later on, it sounds too much of hassle to support if the user is not able to get their own code working and all possible edgecases.
But back to exporting: I’m planning on expanding the export functionality but honestly I don’t yet know with what exactly. I dont really export at all im my workflows so I dont really know what is “missing” so to say from the built in fbx(& others) import/export inside blender. I know that there are alot of import & export addons out there so there obviously is something missing.

For packed textures,
definitely better to connect it to user custom made node group sockets for further processing as you said for another user custom textures.
maybe similar like on custom attribute where you check and connect the textures to certain sockets?
custom_attributes

For export, i think i was going off on a tangent for what this add on mainly for :sweat_smile:
but any plan to add Node Group export support?

If I’m not misunderstanding you, that functionality is already there. You can choose from a dropdown where to connect the channels, and it shows all available sockets from the Principled BSDF. If you have a node group, it will show its sockets as well. See this section in the docs for more details.
import_custom_texture

I’m currently adding support for more custom textures, should be released tomorrow ~


I can add this, but could you explain a bit more about what exactly you’re looking for? I just want to understand the use case better, as exporting node groups to .blend files seems a bit… limited.

oh yes like that one!

I’m currently adding support for more custom textures, should be released tomorrow ~

awesome thank you!

for my use case i often create node groups or modifying it from my library to fit the task at hand and at the end managing those new node groups for future use becoming a hassle (eg moving it to library folder, organizing it into certain categories & tags etc).

another example is some of node groups is created from native node editor and some from other add-ons (Bake Wrangler & Serpens) both is based on node editor and it can be marked as assets but it can’t be drag n dropped to the scene even on editor it belongs.

I wish Blender have option to just append selected asset on Asset Browser with RMB context or something not just drag n drop it to the scene/specific editor as the only option. :sweat_smile:

in short i’m hoping i could do the same as Material (import & export features) but for Node Groups too as a workaround instead of using Asset Browser if that’s alright.

:rocket:BatchGenie is on sale, 30% off until Dec 3 :man_genie:



I’m currently adding support for more custom textures, should be released tomorrow ~

The version I published two days ago added support for two additional custom textures:


I also have node-groups in my asset library, and I can drag them to the node-editor, so I’m not sure what’s going on with your blender but that is supposed to work.


I will add this as an option in the upcoming releases!

many thanks!

The version I published two days ago added support for two additional custom textures:

tested and it works great.

lastly would it possible to include processing Alpha channel on Standard Texture too?
something like this

I also have node-groups in my asset library, and I can drag them to the node-editor, so I’m not sure what’s going on with your blender but that is supposed to work.

I think the reason is Asset Browser doesn’t recognize Bake Wrangler node editor when i drag n drop the Bake Wrangler node groups on it.

manual append works, so i made macro to quickly append it but still a hassle to set it up for new future assets😅

Just released 1.2.0 which adds this functionality:
image


Yeah those are not default shader nodes which explains why they are not drag-and-drop compatible, so this is something that needs to be fixed upstreams @ blender and unfortunately not anything I will trying to implement. But I will take a look at adding node-group export in the near future.
Thanks!

1 Like