Object/Props Asset
Create a reusable object or prop asset with angle, material, and variation sets — or choose an existing object from your Library or the Public Gallery.
Overview
The Object node creates a persistent object asset with a base image and multiple variation categories. Objects can be viewed from different angles, rendered with different materials, and generated in visual variations. You can either build a new object or bind the node to an existing one from your Library or the Public Gallery. Objects are stored per-project in the database and can be referenced by scene nodes for consistent placement across compositions.
The Canvas Node
Alongside the existing ⬡ Studio button, the Object node shows a Choose existing button that opens the Asset Picker to bind the node to an object you already have. Once an object is bound, this button becomes Replace — use it to swap in a different object.
Configuration
| Field | Type | Default | Description |
|---|---|---|---|
| Name | string | "" |
Object name. |
| Description | string | "" |
Detailed text description of the object’s appearance, size, and features. |
| Category | enum | "other" |
Object category. Options: furniture, vehicle, weapon, food, clothing, electronics, nature, tool, other. |
| Style | enum | "realistic" |
Visual style. Options: realistic, anime, 3d-pixar, illustration. |
| Reference Image | image URL | "" |
Optional uploaded reference image to guide the object’s appearance. |
| Choose from Library / Gallery | button (row) | — | Opens the Asset Picker to bind the node to an existing object. Becomes Replace from Library / Gallery once an object is bound — use it to swap in a different one. |
Asset Categories
| Category | Status Field | Description |
|---|---|---|
| Angles | anglesStatus |
Multiple viewing angles of the object. |
| Materials | materialsStatus |
The object rendered in different surface materials and textures. |
| Variations | variationsStatus |
Visual variations of the object (color, size, wear, etc.). |
Choosing an existing asset
Instead of creating a new object, you can bind the node to one you already have. Open the Asset Picker from either the Choose existing button on the canvas node or the Choose from Library / Gallery row in the config panel. The picker has two tabs:
- My Library — your own saved objects.
- Public Gallery — objects shared by the community. Selecting one clones it into your library first (you can’t reference another creator’s private asset), then binds the node to that fresh clone.
This works both for an empty node (first-time selection) and to replace an object that’s already set — once an object is bound, the buttons read Replace / Replace from Library / Gallery. Binding or replacing carries the full object (base image plus every variation bucket — angles, materials, and variations), so downstream nodes immediately use the new object.
In two more cases the picker helps you avoid clutter:
- Already have a copy? If you pick a Public Gallery listing you’ve cloned before, the picker asks whether to use your existing copy or make a new copy — so a gallery pick never silently piles up duplicates.
- Delete from My Library. Hover a card in the My Library tab and click the trash icon to remove a saved asset. It’s archived (recoverable), and any nodes already using it keep working.
Inputs & Outputs
Inputs:
in– Optional text or image input for additional context.
Outputs:
objectRef– Object reference (identity) for use in scenes and compositions.image– The object’s image as a plain image. Connect this anywhere a Generate Image output can go (image References, Image-to-Image, Generate Video image input, List columns, etc.). UnlikeobjectRef, it carries no identity injection — it is just the picture.Best Practices
- Include specific material and texture descriptions (e.g., “brushed stainless steel coffee mug with a matte black handle”).
- Choose the appropriate category to help the AI understand the object’s context and typical usage.
- Generate angle variations first, as they provide the most useful reference for compositions.
- Use a reference image for objects that need to match a specific real-world item.
Common Use Cases
- Creating props for scene-based video compositions.
- Generating product shots from multiple angles for e-commerce content.
- Building a library of reusable objects for consistent use across workflows.
- Producing material variations for design exploration.
Tips
- Objects are persisted in the project database and survive across sessions.
- Custom variations can be generated with a free-text prompt beyond the standard angle/material/variation categories.
- The
objectRefoutput allows downstream nodes to reference this object consistently. - Each asset category generates individual cropped images that can be accessed separately.