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Asset Hierarchy
Introduction
The following diagrams describe the CAVE asset hierarchy for projects. This hierarchy will also be mirrored in the project file system.
Please note, for full details on how to use the CAVE folder structure, including sub-directories and where to store data, follow the link below:
- VFX Asset Directory – Here you will find information on where we store asset data for VFX projects, covering published, versions and wip files.
Level 1 – Asset Types
We’ll keep things pretty flat to begin with and as we tackle more complex projects, we can add additional divisions. For example, if a project consists of many, many vehicles, we can add sub-types for cars, trains, planes, boats, etc.
Crowd characters will also go under ‘chr’ and will be controlled via the LOD system. For more information on how we are managing LODs, check out this doc: Asset LODs
The main directories under ‘asset‘ will be:
- chr – for characters (primarily humans but also human-like characters)
- crt – for creatures (dragons, horses, lions, tigers, unicorns, etc.)
- ibl – for lighting bits and bobs (360s, lightmaps, light models, etc.)
- prp – for props
- set – for environment sets
- tpl – for templates (for example, look dev templates, contact sheets, etc.)
- veh – for vehicles
Level 2 – Individual Asset Directory
Once you dive into any of the asset types folder, you’ll need to create a directory for each asset. For example:
Level 3 – Published, Versions and WIP Directory
The next level is where we’ll store all the data for the asset. Again, this is split into 3 directories:
- published
- versions
- wip
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is this updated?
Hi Praveen,
It was not updated when you asked (24.12.27) but it is updated now (25.01.02). This doc is connected to the VFX Asset Directory here:
https://caveacademy.com/wiki/pipeline/vfx-pipeline/vfx-project-file-structure/vfx-asset-directory/
Thanks
J