๐ฏ One chat generated Material.
"Use llm-material to generate a [glass / metal / hologram / fabric] material for [your model]."
๐ค Or via Agent Online โ 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.
๐ Tutorial: LLM Material - DSL Schema Guide ยท ๐ Skill Repo: github.com/ituiyuio/Yomin-Fab-LLM-Unreal-Pluagin-Skill
Features:โ One JSON, Complete Material - Graph, nodes, parameters, and Substrate BSDF generated from a single .llmmat file
โ LLM-First Design - AI outputs JSON directly, no Material Editor knowledge required
โ Bidirectional Conversion - JSON โ Material, Material โ JSON, perfect roundtrip for any existing asset
โ 30+ Expression Nodes - Math, Constants, Textures, Parameters, Coordinates, Custom HLSL โ all reflectively discovered
โ UE5 Substrate Support - Slab / Hair / Unlit / Eye / Water BSDFs + VerticalLayering / HorizontalMixing / Add / Weight composition
โ Custom HLSL Functions - Inline .ush shader code or external header refs, type-safe
โ Auto-Layout (Sugiyama Algorithm) - Imported nodes are laid out by topological order โ no manual untangling
โ Three-Panel Editor + Live Preview - File list, JSON editor, asset preview side-by-side; one-click Generate
๐ฆ File Formats:.llmmat (JSON), .llmmatschema (Schema), Material UAsset
Technical InformationVersion: Unreal Engine 5.7+
Dependencies: EditorScriptingUtilities (engine plugin). Soft-depends on LLMEasyShell / LLMEasyShellLite โ 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
OverviewThe 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 โ Get a fully functional Material with all nodes wired and parameters exposed.
WorkflowLLM generates .llmmat - AI outputs JSON with your material definition
Open Panel - Menu โ Window โ LLMMaterial
Generate - One click creates the Material asset
Iterate - Modify JSON, regenerate, or export an existing material back to .llmmat
DomainDescriptionSurfaceSurface material (default)PostProcessPost-process materialUserInterfaceUI materialVirtualTextureVirtual texture
Supported Blend ModesOpaque ยท Masked ยท Translucent ยท Additive ยท Modulate
Supported Shading ModelsDefaultLit ยท Unlit ยท Subsurface ยท SubsurfaceProfile ยท ClearCoat ยท Hair ยท Cloth ยท Eye ยท Strata (Substrate)
Node CategoriesCategoryNodesMathAdd, Subtract, Multiply, Divide, Power, Sine, Cosine, Abs, Clamp, Lerp, Max, MinConstantsConstant, Constant2Vector, Constant3Vector, Constant4VectorTexturesTextureSample, TextureCoordinateParametersScalarParameter, VectorParameter, TextureSampleParameterCoordinateVertexColor, WorldPosition, CameraPosition, TimeToolsComponentMask, AppendVector, DesaturationCustomCustom โ HLSL via Code or HeaderRef
Substrate SupportCategoryTypesBSDFsSubstrateSlabBSDF, SubstrateHairBSDF, SubstrateUnlitBSDF, SubstrateEyeBSDF, SubstrateSingleLayerWaterBSDFCompositionVerticalLayering, HorizontalMixing, Add, Weight, Select
Successful development to you!
LLMMaterial v1.1.0 | YominUnreal