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Note

This page is still a work in progress.

Assets#

Rayscaper comes with a comprehensive asset library. Assets are accessible via the asset manager at the bottom of the Rayscaper window.

Rayscaper asset manager

The Rayscaper asset manager. You can easily drag HDRIs, textures, and materials from the asset manager on top of the render viewport or the environment or material configuration.

Each asset in Rayscaper has a category and can have multiple tags for additional categorization.

The assets in Rayscaper are provided by the fantastic PolyHaven. All these assets have a CCO license. Which means:

  • You can use our assets for any purpose, including commercial work.
  • You do not need to give credit or attribution when using them (although it is appreciated).
  • You can redistribute, share, and include them when sharing your work or even in a product you sell.

HDRIs#

Rayscaper comes with a large set of high dynamic range images (HDRI) that you can use as environments textures to provide realistic ambient light for your scene. You can add an HDRI to your scene in two ways:

  1. Drag and drop the desired HDRI from the asset manager on top of the rendered image to replace the environment with the dropped HDRI.
  2. Select the environment tab and drag and drop the desired HDRI on top of the environment configuration.

Textures#

Rayscaper also comes with a set of PBR material textures. Usually, a PBR material has multiple textures: diffuse, roughness, and a normal map. Similar to HDRIs, you can configure a material with these textures in two ways:

  1. Drap and drop the desired texture on the object with the material you want to update in the render viewport.
  2. Select the material in the material list, and drag-and-drop the textured card on top of the material configuration.

Materials#

You can save your materials for later reuse in the asset library. You can also import material packs created by other users directly in Rayscaper. Like HDRIs and textures, you can replace materials with library materials by dragging and dropping them on the rendered image or on the active material configuration.