Individual skill

materials

Create and edit materials and material instances — graph nodes, parameters, functions, custom HLSL, and instance overrides (MaterialService + MaterialNodeService). Use when the user asks to create or edit a material/material instance, wire material nodes, add material parameters, set blend/shading modes, or recreate a material graph. For landscape materials load landscape-materials. Also use for generated organic PBR detail, texture seams, projection coordinates, and surface-normal diagnosis.

Content/Skills/materials/SKILL.md

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Nov 10, 2026

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Nov 10, 2026
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MIT

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> 🧠 **Brains complement:** IF an `unreal-engine-skills-manager` tool (external MCP) exists in this session, call it with `{action: "load", skill: "materials-and-shaders"}` for UE domain knowledge on this topic — correct APIs, architecture, best practices — and treat it as the rubric for any review / "best practices" question. If no such tool is available (e.g. running under Claude Code or Codex without that MCP), skip this line entirely and proceed with this skill alone — do NOT attempt the call.

# Material System Skill

For generated textures on large organic surfaces, seams after triplanar projection,
or overly strong tissue relief, read [generated organic surfaces](references/generated-organic-surfaces.md).
For gray/default surfaces after mesh reimport, use the asset-management skill's
LOD-section mapping helper before changing the shader or buying new textures.

## Critical Rules

### Material information over MCP: use `GetMaterialInfoResult`

Call `VibeUE.MaterialService.GetMaterialInfoResult` with only `materialPath`.
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