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الوسائط 1 للقائمة MaterialCraft - Modular Master Material

الوصف

MaterialCraft

One master material. Every surface in your project. No more shader graveyard.

Most master materials force a tradeoff: simple and limited, or powerful and overwhelming. MaterialCraft solves this by making every feature a static switch — compile-time toggles that add zero runtime cost when disabled.

You can run a basic UV-mapped surface with three parameters. You can also run world projection + parallax shadow + UV rotation + tiling variation + per-instance random color, simultaneously, on the same instance, and the shader only compiles the parts you actually use. Add a feature with one click. Remove it with one click. The instance UI updates accordingly.

This is the difference between a shader you configure and a shader you compose.

Built for any texture pipeline

Channel-packed maps, ORM, ORDp, separate maps, 2-channel normals, mask-packed textures, atlas sets — MaterialCraft handles all of them through a unified texture set system. Swap the entire texture set on an instance and the channel routing follows.

If you're working with Megascans, marketplace assets, or your own bakes, the manual import is straightforward: drop the textures in, point the instance at them, the system handles the rest. For batch work, BakeCraft — included as a Blueprint layer inside MaterialCraft — handles texture conversion and re-packing without leaving the editor.

Cinematic and gameplay control through DynamiCraft

DynamiCraft is the Blueprint layer that exposes MaterialCraft parameters to Sequencer, Blueprints, PCG, and gameplay logic. Animate WPO from Sequencer for a wind shot. Drive a parallax shift from a player trigger. Randomize per-instance variation from a PCG graph. The same parameters that you tune by hand in the editor are accessible at runtime, without a separate workflow.

BakeCraft handles the asset preparation side. DynamiCraft handles the runtime side. Both live inside MaterialCraft.

Two engine versions, one design

  • UE 4.27 – 5.4 — legacy displacement path, stable across the range

  • UE 5.5 – 5.7 — real displacement, Nanite tessellation, per-instance custom data for PCG updates

Same parameter names, same grouping, same workflow. Upgrading engine versions mid-project doesn't break your instances.

What's included

  • MaterialCraft master material

  • BakeCraft Blueprint layer (texture preparation)

  • DynamiCraft Blueprint layer (runtime parameter control)

  • Pre-configured material instance examples

  • Documentation (EN/TR)

One license. Future updates included.

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