Veras 5.0 - 3d Asset Gen

Access

Web App | Windows | Mac Sketchup | Mac Vectorworks or ArchiCAD
SketchUp Mac Update Instructions: Updating Veras for SketchUp on Mac
SketchUp Mac First Install Instructions: Installing Veras for SketchUp on Mac
Vectorworks Mac Install and Update Instructions: Getting Started with Veras for Vectorworks
ArchiCAD Mac Install and Update Instructions: Getting Started with Veras for ArchiCAD


:ice_cube: The MODEL Tab — Turn Renderings To Geometry

Veras 5.0 introduces the MODEL tab, and with it the biggest idea in the product so far: a rendering is no longer the end of the line. What Veras imagines into your image can become real 3D geometry in your model.

The loop is short: render your scene, let Veras detect the objects in it, then turn any of them into a real 3D asset and drop it back into your model.

  • DETECT OBJECTS finds the furniture, fixtures, planting and vehicles in a rendering and lists them as objects you can act on
  • GENERATE meshes a selected object into a 3D asset — choose Hunyuan 3D 3.1 for the highest fidelity or Trellis for speed
  • Or skip generation entirely and search the Chaos Cosmos library for a production-ready asset that matches what’s in the picture
  • Generated and matched assets are placed in the 3D scene at the spot they came from, at the right size and facing
  • The object list runs several jobs at once, so a whole scene’s worth of assets generates in one pass

NOTE: Detect the objects in a rendering, generate or match a 3D asset for any of them, and place it back in the scene it came from


:magic_wand: Chaos Cosmos Search — Find the Real Thing

Not every object should be AI-generated. Pick Search Cosmos library as your asset source and Veras sends the cropped object straight to the Chaos Cosmos catalog and brings back real, production-ready assets that match it.

  • Best match is chosen automatically — click the object’s thumbnail to browse the rest and swap
  • Refine the search with a text hint when the picture alone isn’t specific enough
  • Cosmos assets arrive at their real-world size, so a chair is chair-sized in your model


:building_construction: Bake Assets Into Your Model — Revit, Rhino and SketchUp

The part that makes this more than a picture: whatever you place in the Veras 3D view can be written into the live host model, at the exact position you placed it.

  • Revit — baked as a real family, placed on the right level, with the Revit category picked automatically by an LLM that also names the object. OBJ or DXF object types supported.
  • Rhino — baked as block instances (definition + transform), so repeats stay light. Rhino 7 and Rhino 8
  • SketchUp — baked as a native component instance on a “Veras” tag, in a single undo step. Requires the SketchUp plugin at 5.0.0.0 or newer
  • Bake everything at once — one action bakes every placed asset in the scene, not just the ones from the current rendering
  • Everything comes across with its materials and textures, including alpha-masked foliage cards

Veras remembers what it baked. Refresh the model and Veras recognizes its own assets, re-links them to the rendering they came from, and lets you keep editing them. Re-baking replaces the old copy rather than stacking a second one on top, and an asset you move in the host stays a single asset through the next refresh.

NOTE: Bake writes into the model you actually have open — one undo step, real host geometry, no import/export round trip needed


:control_knobs: Placed Assets Are Yours to Adjust

Every placed asset gets its own controls:

  • Rotate 90° to face it the way the scene wants
  • Scale each asset individually when the auto-fit isn’t quite right
  • Use real-world size as a global setting, with a per-object override — so Cosmos assets can come in at their true dimensions while a generated mesh keeps its fitted size
  • Click to select anywhere on the actual mesh — selection and hover follow the real geometry, baked assets included
  • Delete removes the focused asset, not the rendering behind it


:framed_picture: One IMAGE Tab — Explore, Compose and Edit Merged

Three still-image tabs became one. The tabs now read IMAGE · MODEL · VIDEO · GALLERY.

  • Explore’s preset grid moved into the presets panel, which you can now pin open beside the property pane and drag to any height — the old Explore browsing experience, available from anywhere
  • Editing is no longer a separate tab. Masks, sketches, selections and the whole render-mode menu (Enhance, Rotate, Remove Background, Upscale, Post Process) work on any source you pick — your viewport, an upload, the 3D viewer, or a finished rendering
  • Choose a rendering as your Source and you’re editing it; that’s the whole gesture
  • New users start with the presets panel open at full height and it settles back on its own once you’ve found your footing

NOTE: Nothing was removed — every Explore and Edit tool lives in the IMAGE tab now, and works on whatever source you’re pointed at


:eyes: A Cleaner 3D View

  • Consolidated toolbar — the standalone 3D buttons folded into two caret menus (open model, view controls), and every caret dropdown in the app now shares one geometry
  • Zoom to extents frames everything, generated content included — three separate bugs fixed
  • Generated meshes read correctly in Arctic and clay modes, with proper shading instead of a flat sheen
  • Middle-click pans again after alt-tabbing away mid-orbit
  • Generated assets show up on the 2D rendering too, so clicking a card tells you where you are without moving the camera


More Improvements

  • Cancel a generation or a search mid-flight from the card’s X, without losing your place in the queue
  • Keep working while a mesh generates — the pane stays live, so you can keep selecting and queuing, with detection progress shown on the slot counter
  • Compare against the original — Show Original and Show Preview work in the MODEL tab’s split view
  • Property pane no longer twitches when its contents change
  • Forma trial redirect now explains itself with a pop-up instead of a silent bounce
  • Renderings that didn’t come from your 3D scene are flagged up front as unusable for asset generation, instead of failing later
1 Like

This is so cool!! I like the cover photo @Ben!