Assets
Generating assets
Make images, sprites, logos, textures, 3D models, sound effects and music from a description.
When you don't have the file you need, describe it. Generate assets makes images, sprites, logos, textures, 3D models, sound effects and music from a few words, and puts each one in your asset library, where it works exactly like a file you uploaded: you can look at it, attach it to a prompt, drop it on the stage or download it.
Generating needs an account, and each asset is paid for in Vybe Tokens.
Making an asset
Open the Assets panel
Press A, or click Assets on the rail. If you want the results in a folder, open that folder now.
Click Generate assets
It's at the foot of the panel, or beside Upload files on an empty library. A panel opens over the studio.
Choose what to make
Pick one from the row above the description box: Image, Sprite, Logo, Texture, 3D model, Sound effect or Music. Before you've made anything, the panel lists an example description for each; click one to start from it.
Describe it
Write what you want, set the options under the box, and press Enter or the arrow (Generate). Shift Enter starts a new line.
Use what comes back
While it's being made, the panel says what it's doing and how long it usually takes ("Painting an image… Usually about 20 seconds"). The result is in your library as soon as it shows here.
Each result has Use in prompt, which attaches it to your next message to Perlin and closes the panel, Another, which makes another from the same description, and a bin to delete it. Click an image to open it at full size in a new tab, or a 3D model to turn it round in the viewer. Sounds and music play in place.
What each kind makes
| Kind | What it is | Options | Comes as |
|---|---|---|---|
| Image | A picture, backdrop or illustration that fills its frame | Square (1024 × 1024), Wide (1536 × 1024), Tall (1024 × 1536) | WebP |
| Sprite | A character, object or item on a transparent background | Square, Wide, Tall | WebP, transparent, cut close to its subject |
| Logo | A mark, icon or badge on a transparent background | Square, Wide, Tall | WebP, transparent, cut close to its subject |
| Texture | A seamless surface that repeats without a visible edge | Always square | WebP |
| 3D model | A character, creature, prop or vehicle for a 3D scene | Textured or Plain | GLB, up to 20,000 triangles, with a preview picture |
| Sound effect | A short effect or an ambience | Auto, 1s, 3s, 8s, 20s, and Loop | MP3, up to 30 seconds |
| Music | A piece of music, instrumental unless you ask for vocals | 15s, 30s, 1 min, 2 min, and Vocals | MP3 |
About how long each takes: an image, sprite, logo or texture about 20 seconds, a sound effect a few seconds, music up to a minute, and a 3D model a minute or two.
Options in detail
- Sprites and logos are checked for a truly transparent background and trimmed to their subject, so their size is the subject's, not the frame's. One that comes back on a backdrop is asked for once more; if that fails too, the panel says so and nothing is charged.
- Auto lets the sound model pick a length that suits the sound. Loop makes the end run into the start, for ambience and engines that keep going.
- Music is 30 seconds unless you pick another length. Vocals has it sung, with lyrics written for it.
- Textured models come painted, with their own colours and materials. Plain models are bare geometry, at half the price, for a piece to give its own colour and material.
- A 3D model carries on being made if you close the panel or the tab, and is in your library when you come back.
Each asset is named from the first few words of its description, and goes into the folder that was open when you opened the panel (the line under the box says where, as in "Kept in your assets, in Logos"). Rename it in the library whenever you like.
Writing a good description
- One subject for a sprite or logo: "a pixel-art knight with a red plume, side view, idle pose".
- Give the words if a logo should have lettering; otherwise it's a mark without text.
- Say how a texture is seen: "mossy cobblestones, seen from above, evenly lit".
- For a sound, describe the sound itself: "a bright coin pickup chime with a short sparkle tail".
- For music, name a style, a tempo and an instrument or two: "upbeat chiptune for a platformer level, 120 bpm, catchy lead".
A description can be up to 900 characters, or 450 for a sound effect.
What it costs
Every asset is charged in Vybe Tokens, by what it takes to make:
- Before you send, the cost shows beside the arrow as "about" a number of tokens, and the panel's header shows your balance.
- When you send, about that much is held from your balance. Once the asset is made, you're charged what it actually took, and the result shows the tokens it used.
- If it fails, it isn't charged.
- What moves the price: a wide or tall image costs about half as much again as a square one, music is charged by its length, and a plain model costs half what a textured one does. A sound effect costs the same whatever its length.
If your balance doesn't cover it, the cost turns red ("needs" a number of tokens) and the arrow is greyed out. A request that runs short offers Get tokens. Assets are charged in tokens even when Perlin runs on your own AI key. See How Vybe Tokens work.
Limits
- Up to three can be on their way at once. Until one of them finishes, the arrow is greyed out ("Let one finish first").
- Up to 8 a minute, 60 an hour and 200 a day for each account.
- A full library (500 files or 500 MB) has no room for more until you delete something.
- A kind the site can't make at the moment is greyed out, with "This server isn't set up to make …" when you point at it.
The panel keeps a thread of what you asked for while the page is open. Clear takes the finished ones off the thread; what they made stays in your library.
When something goes wrong
A failed request says why, with Try again and Dismiss. If the model turned a description down, try describing it differently. If the connection dropped while you waited, look in your library first: the asset may have been made anyway.
Perlin can also make sound effects, textures and 3D models itself while it builds a piece. See Sound FX, Textures and 3D.
Related
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