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EVT3D / MANUALEVT3D ManualREV. 1
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EVT3D Manual

REV. 1·7 SECT.
    1. 01.01Welcome to EVT3D
    2. 01.02Your first project
    1. 02.01Your Home page
    2. 02.02The Library
    3. 02.03Materials & Looks
    4. 02.04Camera Roll
    5. 02.05Visual polish
    1. 03.01Stage Builder
    2. 03.02LED Wall Builder
    3. 03.03Screen Builder
    4. 03.04Audience Builder
    5. 03.05Venues
    1. 04.01AI Enhance
    2. 04.02IMAG
    1. 05.01Uploading a prop
    2. 05.02Premodeled light fixtures
    3. 05.03Assemblies
    1. 06.01Share Mode
    2. 06.02Share Analytics
    3. 06.03VR Viewer
    1. 07.01Vendor Portal
RES-DOCS / 02.02§M.02 · The Editor

The Library

REV. 1 · 2026-05-03

#The Library

Every prop, venue, material, and texture you have access to — in one place, ready to drop into the scene.

The Library is where you find what goes into your design. Real vendor chairs, trusses, tables, LED panels, stage decks, banner stands, lecterns. Venues. Material swatches. Texture maps. The Library opens as a floating panel over the editor, lets you browse by tab and folder, and places anything you pick directly into the scene.

#What it does

#Six tabs, one panel

The Library is organized by what kind of asset you're looking for:

  • Venues — pre-built 3D venues you can drop into a project as a starting point.
  • Props — every individual product: chairs, tables, trusses, risers, LED panels, lecterns, AV equipment, scenic flats, signage, decor.
  • Materials — reusable surface treatments (Brand Blue, Brushed Chrome, Carpet, Black Velour) you can apply to any prop.
  • Textures — image files (logos, fabrics, graphics, HDR and EXR environment maps) you can use as material maps or environment maps.
  • Videos — your uploaded screen videos; drag one onto any screen or LED wall.
  • Camera Roll — every capture and AI Enhance render from the current project.

System Admins also see a System Assets tab for tool-only models.

#Global vs My Stuff

A Global / My Stuff toggle at the top of the Library switches between two scopes:

  • Global — the public catalog of vendor products available to every EVT3D user.
  • My Stuff — only items you've uploaded or that belong to your team. On plans with a team library, a View dropdown picks Mine (just yours) or Team (your team's shared library).

Your last choice persists across sessions, so the Library opens to wherever you left it.

#Folders

The Props, Materials, and Textures tabs support folders. Organize props by event type, vendor, project, or however you think. A folder-view toggle — the checkbox beside the folder icon, or Show Folders / Hide Folders in the right-click menu — flips between a folder-tile browse view and a flat-list view depending on what you need at the moment. Drag any item between folders to organize as you go.

#Search and size

  • Search per tab. Each tab has its own search box ("Search props…", "Search venues…") that filters by name.
  • Thumbnail size slider. Slide left to compress everything into a tight list view; slide right to blow up the previews.

#Upload your own

The Library isn't a closed catalog. You can upload your own:

  • Props — click Upload and drop a 3D model (GLB, glTF ZIP, OBJ, FBX, or SketchUp .skp), fill in name, category, and the rest, and it appears in your library ready to use.
  • Materials — pick New Material from the Material Library pane's ⋯ menu in the Materials tab and author a PBR material with color, roughness, metalness, and texture maps.
  • Textures — click Upload and pick an image file to make it available as a texture map.

Uploads land in your My Stuff scope by default. If you're a system admin, you can promote items to Global so the whole platform can use them.

#Edit anything

Double-click any item you're allowed to edit:

  • Props — open the prop editor to rename, re-categorize, adjust the default orientation, recenter the pivot, edit the materials baked into the model, and replace the thumbnail.
  • Materials — open the material editor to tune color, finish, and texture maps. Edit a PROJECT PALETTE entry and every prop slot linked to it updates.
  • Textures — open the texture details to edit the name, category, and tags, or resize the image. Rename, move, or delete from the right-click menu.
  • Camera Roll — rename, delete, hide from viewer mode, or make a capture the project's share-link image.

#Into the scene

The fastest way to use the Library is also the most natural: click a prop or venue to select it, then click Import at the bottom of the panel to place it. Drag a material into the PROJECT PALETTE pane, then drag the palette entry onto a material slot in the prop's panel to link it.

#How you use it

#Finding and adding a prop

  1. Open the Library. Click the library icon in the main toolbar (tooltip Open library).
  2. Switch to the Props tab. Pick Global or My Stuff depending on whether you want a vendor catalog item or your own upload.
  3. Browse by folder or search. Click into a folder for organized browsing, or type a name into the search box.
  4. Drop it in. Click the prop to select it, then click Import. It is placed in your scene.

#Building a project palette

  1. Switch to the Materials tab.
  2. Find a material in the Material Library pane (or create your own with New Material).
  3. Drag it into the PROJECT PALETTE pane (or link a palette entry to a prop's material slot directly).
  4. Rename and organize in palette folders so your project's brand colors and finishes are easy to find next time.

#Uploading a prop

  1. Open the Library. Switch to the Props tab, set scope to My Stuff.
  2. Click Upload. The Upload Prop window opens; drop a model file in, or click Choose file….
  3. Fill in the metadata. Name, category, vendor (if applicable), discipline, keywords, and description. Set the forward direction on the Mesh tab.
  4. Pick a thumbnail. Frame the prop in the preview and click Capture Thumbnail.
  5. Upload. Click Upload. The prop appears in your My Stuff library, ready to import into any of your projects.

#Organizing with folders

  1. Inside the Props, Materials, or Textures tab, pick New Folder from the tab's ⋯ menu (or right-click empty space in the grid). Give it a name.
  2. Drag items in. Select one or many (turn on Edit Mode from the ⋯ menu for checkboxes), drop them into the folder.
  3. Nest folders. Folders can hold sub-folders for deeper organization.
  4. Rename, move, or delete folders with the context menu on each tile.

#Working from your Home page

You can also open the Library from your Home page with Browse Library, without entering a project — useful for tidying up uploads, editing materials, or browsing what's available before you start designing. The standalone view supports browsing and editing; importing into a scene requires opening a project first.

#Camera Roll specifics

The Camera Roll tab inside the Library shows every capture and AI Enhance render from the current project. From here:

  • Open any image in a lightbox.
  • Rename, download, or delete it.
  • Hide it from viewer mode (useful for in-progress drafts you don't want a client to see yet).
  • Make it the project's share-link image (the HERO badge) — what a pasted share link shows.

The Gallery on your Home page shows every capture across every project, with a Mine / Team toggle so you can see your own renders or everything your team has shared.

#Why it matters

A 3D tool is only as good as the catalog of things you can drop into it. The Library is built so the most common designer move — "I need a 30-inch round, an Aria stack chair, and a 12 by 8 LED wall" — is three clicks. The folders, scopes, and editing tools are there so the Library scales as your design library grows, without forcing you to leave the editor to manage it.

← PREVYour Home pageNEXT →Materials & Looks
On this page
  • What it does
  • Six tabs, one panel
  • Global vs My Stuff
  • Folders
  • Search and size
  • Upload your own
  • Edit anything
  • Into the scene
  • How you use it
  • Finding and adding a prop
  • Building a project palette
  • Uploading a prop
  • Organizing with folders
  • Working from your Home page
  • Camera Roll specifics
  • Why it matters