تخطي إلى المحتوى
الوسائط 1 للقائمة LLM Material
0 comments

الوصف

🎯 One chat generated Material.

"Use llm-material to generate a [glass / metal / hologram / fabric] material for [your model]."

🤖 Or via Agent Online — if you have LLMEasyShell / LLMEasyShellLite installed, invoke the auto-registered C++ ability material to drive this end-to-end from any LLM agent. Material skill + Agent skill are online in the skill repo.

📚 Tutorial: LLM Material - DSL Schema Guide · 🛠 Skill Repo: github.com/ituiyuio/Yomin-Fab-LLM-Unreal-Pluagin-Skill

Features:

One JSON, Complete Material - Graph, nodes, parameters, and Substrate BSDF generated from a single .llmmat file

LLM-First Design - AI outputs JSON directly, no Material Editor knowledge required

Bidirectional Conversion - JSON → Material, Material → JSON, perfect roundtrip for any existing asset

30+ Expression Nodes - Math, Constants, Textures, Parameters, Coordinates, Custom HLSL — all reflectively discovered

UE5 Substrate Support - Slab / Hair / Unlit / Eye / Water BSDFs + VerticalLayering / HorizontalMixing / Add / Weight composition

Custom HLSL Functions - Inline .ush shader code or external header refs, type-safe

Auto-Layout (Sugiyama Algorithm) - Imported nodes are laid out by topological order — no manual untangling

Three-Panel Editor + Live Preview - File list, JSON editor, asset preview side-by-side; one-click Generate

📦 File Formats:

.llmmat (JSON), .llmmatschema (Schema), Material UAsset

Technical Information

Version: Unreal Engine 5.7+

Dependencies: EditorScriptingUtilities (engine plugin). Soft-depends on LLMEasyShell / LLMEasyShellLite — if installed, the material shell command auto-registers; the GUI panel works fully without them.

Modules: LLMMaterial (Runtime), LLMMaterialEditor (Editor)

Number of Blueprints: 0

Number of C++ Classes: ~21

Network Replicated: No

Documentation Link: Documentation.md in plugin folder

Example Project: Config/Examples/ folder contains .llmmat example files

Supported Platforms: Windows, Mac, Linux

Overview

The Problem

Traditional UE Material development is tedious:

  • Drag expression nodes one by one in the Material Editor

  • Wire pins by hand with no type validation

  • Set parameters in the details panel, one at a time

  • Substrate BSDF authoring is layered, confusing, error-prone

  • No AI integration, no JSON-external definition

  • Hard to version control material graphs

The Solution

LLMMaterial changes everything. One JSON file defines:

  • Material domain, blend mode, shading model

  • All expression nodes with their properties

  • All connections between node pins

  • Substrate BSDF stack (Slab + VerticalLayering + ...)

LLM outputs the JSON. Plugin generates the Material. Done.

Example

{ "name": "M_EmissiveGlass", "domain": "Surface", "blendMode": "Translucent", "shadingModel": "DefaultLit", "nodes": [ { "type": "Constant3Vector", "name": "Tint", "properties": { "Constant": { "R": 0.2, "G": 0.8, "B": 1.0 } } }, { "type": "ScalarParameter", "name": "Emissive", "properties": { "DefaultValue": 5.0 } }, { "type": "Multiply", "name": "Glow", "inputs": ["Tint", "Emissive"] } ], "output": { "EmissiveColor": "Glow", "Opacity": 0.4 } }

Import this JSON → Get a fully functional Material with all nodes wired and parameters exposed.

Workflow
  1. LLM generates .llmmat - AI outputs JSON with your material definition

  2. Open Panel - Menu → Window → LLMMaterial

  3. Generate - One click creates the Material asset

  4. Iterate - Modify JSON, regenerate, or export an existing material back to .llmmat

Supported Material Domains

DomainDescriptionSurfaceSurface material (default)PostProcessPost-process materialUserInterfaceUI materialVirtualTextureVirtual texture

Supported Blend Modes

Opaque · Masked · Translucent · Additive · Modulate

Supported Shading Models

DefaultLit · Unlit · Subsurface · SubsurfaceProfile · ClearCoat · Hair · Cloth · Eye · Strata (Substrate)

Node Categories

CategoryNodesMathAdd, Subtract, Multiply, Divide, Power, Sine, Cosine, Abs, Clamp, Lerp, Max, MinConstantsConstant, Constant2Vector, Constant3Vector, Constant4VectorTexturesTextureSample, TextureCoordinateParametersScalarParameter, VectorParameter, TextureSampleParameterCoordinateVertexColor, WorldPosition, CameraPosition, TimeToolsComponentMask, AppendVector, DesaturationCustomCustom — HLSL via Code or HeaderRef

Substrate Support

CategoryTypesBSDFsSubstrateSlabBSDF, SubstrateHairBSDF, SubstrateUnlitBSDF, SubstrateEyeBSDF, SubstrateSingleLayerWaterBSDFCompositionVerticalLayering, HorizontalMixing, Add, Weight, Select

Successful development to you!

LLMMaterial v1.1.0 | YominUnreal

التنسيقات المضمنة

العلامات