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
2 Likes

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

1 Like

:compass: Why the Tabs Changed

Some users have asked about the reasons behind the EXPLORE - COMPOSE - EDIT tab commination under one IMAGE tab. Here are some of the reasons:

TL;DR

  • Nothing was removed. Every Explore and Edit capability is in the IMAGE tab — same engines, same controls, same results
  • The old tabs were organized by stage (explore, then compose, then edit) — which only worked while Veras made one kind of thing
  • The new tabs are organized by what you’re making — IMAGE · MODEL · VIDEO · GALLERY — and the stages became tools inside the tab
  • Editing isn’t image-only any more, so a top-level EDIT tab would have had to answer “edit what?”
  • Presets are pinned open by default instead of hidden behind a dropdown — the styles are visible, not one click away
  • Fewer mode switches: masks, sketches and the render-mode tools work on whatever source you’re pointed at, finished rendering or not
  • Room to grow — more tabs are coming, and the old structure would have had to bend for every one of them

More Details

The old structure was organized by stage. You explored, then composed, then edited. That was a clean way to lay things out when Veras only made still images: three tabs, one job, in order.

It stopped being clean once Veras started making more than images. Video, 3D geometry and the gallery aren’t stages of image creation — they’re different things to make. The top row was mixing two ideas at once: some tabs were phases of one job, others were entirely different jobs. Read left to right, they all looked like the same kind of choice, and they weren’t.

Veras 5 cuts the top level by what you’re making. IMAGE · MODEL · VIDEO · GALLERY. The phases moved inside the tab, where they belong — not as modes you switch between, but as tools that are simply there when you reach for them.

Editing isn’t only an image operation any more, either. Video has its own editing workflow now — give Veras a clip and a prompt and it restyles it. Under the old layout, a single top-level EDIT tab would have had to answer an awkward question every time you clicked it: edit what? Editing belongs to the thing being edited, which is exactly where it now lives.

Presets are pinned open by default now, not hidden behind a dropdown. That’s the discovery half of the change. Explore’s whole value was that you could see the styles — so the preset browser is pinned open beside the property pane out of the box, at full height, and you drag it to whatever height suits you. Unpin it and it collapses back to a dropdown; pin it again whenever you want the grid back. Either way the styles are in front of you instead of behind a click.

This is also a simplification. Fewer top-level decisions before you start. No more leaving what you’re working on to get to a tool that should have been in reach. Masks and sketches work on your viewport, not only on a finished rendering. Every mode switch we removed is a step you no longer take.

And it’s a modernization. The consolidated caret menus, the shared dropdown geometry, the pinnable presets panel and the steadier property pane are all part of the same pass — a UI that stays legible as the product grows rather than accumulating one more tab each release. The structure now has room for what’s coming next, and there’s more coming.

NOTE: Nothing was removed. Every Explore and Edit capability is still in Veras 5 — same engines, same controls, same results. What changed is where the dividing line sits, not what the software can do.