Agent skill

Landscape Materials

by kevinpbuckley in kevinpbuckley/VibeUE

Create landscape materials with layer blending, texture setup, and layer info objects (LandscapeMaterialService).

MITAuto-check passedGame Development

Install Landscape Materials

skills CLI
$ npx skills add kevinpbuckley/VibeUE --skill landscape-materials -a claude-code

Project install by default; add -g for ~/.claude/skills/.

GitHub CLI
$ gh skill install kevinpbuckley/VibeUE landscape-materials --agent claude-code

Project scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).

Manual copy
$ git clone --depth 1 https://github.com/kevinpbuckley/VibeUE.git skills-src && mkdir -p .claude/skills && cp -r skills-src/Content/Skills/landscape-materials .claude/skills/landscape-materials && rm -rf skills-src

Use ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.

Claude Code skills documentation · loads skills from .claude/skills/

Facts

Skill name
landscape-materials
GitHub stars
730
Token cost
~1.6k tokens
SKILL.md length
528 words
Files
4 (incl. scripts)
Skills in repo
39
Repo updated
First seen
Licence
MIT

At a glance

Create landscape materials with layer blending, texture setup, and layer info objects (LandscapeMaterialService).

  • Works in 3 steps: Block 1: Create material, add blend… → Block 2: compile_material(mat_path) alone → Block 3: Create layer info objects,…
  • The user asks to build a landscape/terrain material
  • SKILL.md covers When to Use This Skill vs.…, Critical Rules, Task Index and Sub-docs, plus 2 more sections
  • Set up paint layers (grass/rock/dirt)

What it does

Landscape Materials is an agent skill from kevinpbuckley/VibeUE. Create landscape materials with layer blending, texture setup, and layer info objects (LandscapeMaterialService). Use when the user asks to build a landscape/terrain material, set up paint layers (grass/rock/dirt), create layer info objects, add a grass output, or assign a material to a landscape. For production master-material+RVT systems, load landscape-auto-material.

Its SKILL.md is about 1.6k tokens, which your agent loads only when the skill is triggered. The skill folder holds 4 other files, including scripts (for example `satellite.md` and `workflows.md`).

It sits in Game Development. The repository describes itself as: Unreal Engine Vibe Coding tool. The licence is MIT.

When your agent uses it

  • The user asks to build a landscape/terrain material
  • Set up paint layers (grass/rock/dirt)
  • Create layer info objects
  • Add a grass output

Example prompts

  • “/landscape-materials”

Requirements

  • Python 3

Workflow steps

3 steps, taken from the first numbered list in SKILL.md.

  1. Block 1: Create material, add blend nodes, add layers, connect outputs, save
  2. Block 2: compile_material(mat_path) alone
  3. Block 3: Create layer info objects, assign to landscape

What it can do on your machine

Read from SKILL.md and the folder at commit dc051be. It shows what the files ask for, not the result of running them.

  • Tool permissions

    Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.

    From allowed-tools in the SKILL.md frontmatter.

  • Runs code

    Ships 1 file in scripts/, which the agent can run.

    From the folder's file list and the shell code blocks in SKILL.md.

  • Network

    No URLs in SKILL.md.

    From URLs in SKILL.md, links to its own repository left out.

  • Credentials

    Names no API keys, tokens, secrets or passwords.

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

Context cost

Landscape Materials loads about 1.6k tokens when it runs. Until then it costs about 98 tokens; SKILL.md has 528 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~98
When it runs · the whole SKILL.md, loaded when a task matches
~1.6k

Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.

Safety

Auto-check passed

The automated check found no risky patterns in SKILL.md.

Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); the scripts in this folder are not scanned.

SKILL.md

The full file from kevinpbuckley/VibeUE at commit dc051be, republished under its MIT licence (© kevinpbuckley). 528 words, ~1,641 tokens.

Download SKILL.mdSave it as .claude/skills/landscape-materials/SKILL.md (or your agent's skills folder). This skill also uses 3 other files; get the full folder from GitHub.
name
landscape-materials
description
Create landscape materials with layer blending, texture setup, and layer info objects (LandscapeMaterialService). Use when the user asks to build a landscape/terrain material, set up paint layers (grass/rock/dirt), create layer info objects, add a grass output, or assign a material to a landscape. For production master-material+RVT systems, load landscape-auto-material.
display_name
Landscape Material System
vibeue_classes
LandscapeMaterialService, MaterialService, MaterialNodeService
unreal_classes
MaterialExpressionLandscapeLayerBlend, MaterialExpressionLandscapeLayerWeight, MaterialExpressionLandscapeLayerCoords, LandscapeLayerInfoObject
keywords
landscape material, layer blend, terrain material, weight blend, layer info, terrain texture, height blend, slope blend, auto paint, height mask, slope mask

🧠 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.

Landscape Material System Skill

When to Use This Skill vs. landscape-auto-material

  • This skill (landscape-materials): Simple materials with 2-5 layers using LandscapeLayerBlend. Good for prototyping.
  • landscape-auto-material: Production materials using material functions, RVT, and material instances. Good for shipping quality. Use when you need the Real_Landscape paradigm with auto-layering, altitude/slope blending via material functions, and biome configuration through material instances.

If you need material functions, Runtime Virtual Textures, or the master-material + instance pattern, load the landscape-auto-material skill (the engine's AgentSkillToolset GetSkills exposes it).

Critical Rules

🚨 Inspect Before Modifying Existing Landscape Materials

Before modifying an existing landscape material, you MUST export and review its current graph:

python
import unreal, json

path = "/Game/Materials/M_Terrain"

# Step 1: Get material info
info = unreal.MaterialService.get_material_info(path)
print(f"Blend: {info.blend_mode}, Shading: {info.shading_model}")

# Step 2: Export full graph to see what nodes and connections already exist
graph = json.loads(unreal.MaterialNodeService.export_material_graph(path))
for expr in graph['expressions']:
    name = expr.get('parameter_name') or expr.get('class')
    print(f"  [{expr['id']}] {expr['class']} - {name}")
    if expr.get('landscape_layers'):
        for layer in expr['landscape_layers']:
            print(f"      Layer: {layer}")
for oc in graph['output_connections']:
    print(f"  Output '{oc['property']}' ← expr {oc['expression_id']}")

Why: Landscape materials often already have LayerBlend nodes, texture samplers, and connected outputs. Adding duplicate nodes without reviewing first creates orphaned expressions and broken connections. Always export → review → plan → modify.

Two Services Work Together
  • LandscapeMaterialService - Landscape-specific nodes (LayerBlend, LayerCoords, LayerInfo)
  • MaterialService + MaterialNodeService - Standard material operations (create, compile, save, connect other nodes)
Layer Blend Types
TypeUse
LB_WeightBlendStandard paintable layers (most common)
LB_AlphaBlendNon-normalized blending
LB_HeightBlendHeight-based auto-blending between layers
Always Create Layer Info Objects

Each layer name needs a matching ULandscapeLayerInfoObject asset:

  • Create before assigning material to landscape
  • Asset name convention: LI_<LayerName> (e.g., LI_Grass, LI_Rock)
  • ALWAYS store and use .asset_path from create_layer_info_object() result — never guess paths
  • WRONG: "/Game/Landscape/Grass_LayerInfo" → CORRECT: grass_info.asset_path (which is "/Game/Landscape/LI_Grass")
⚠️ assign_material_to_landscape Will Silently Skip Bad Paths

If layer_info_paths contains wrong paths, assign_material_to_landscape may return True (material set) but layers will be empty. Always verify with get_landscape_info().layers after assignment.

Show full SKILL.md (209 more words)Show less
Compile + Save After Changes
python
unreal.MaterialService.compile_material(mat_path)
unreal.EditorAssetLibrary.save_asset(mat_path)
⚠️ compile_material Is Slow — Use Separate Code Blocks

compile_material() can take minutes for landscape materials with blend nodes. NEVER put create + compile in the same code block — it will exceed the Python execution timeout.

Split into separate steps:

  1. Block 1: Create material, add blend nodes, add layers, connect outputs, save
  2. Block 2: compile_material(mat_path) alone
  3. Block 3: Create layer info objects, assign to landscape
Texture Tiling
  • Landscapes are large; textures need tiling via LandscapeLayerCoords
  • Default MappingScale=0.01 tiles every 100 units
  • Smaller values = more tiling, larger values = less tiling

Task Index

TaskSub-docSample script
Create a landscape material (+ layers)workflows.md → Create Complete Landscape Materialscripts/create_landscape_material.txt
Set up a layer with texturesworkflows.md → Setup Layer with Textures—
Create layer info objectsworkflows.md → Create Layer Info Objects—
Assign material to a landscapeworkflows.md → Assign Material to Landscape—
Grass output nodeworkflows.md → Create Grass Output Node—
Satellite-guided material + paintingsatellite.md—

Sub-docs

  • workflows.md — step-by-step landscape-material build workflows (layers, textures, layer info, grass).
  • satellite.md — satellite-image-guided material creation and slope/height painting.

Verification

compile_material (slow — keep it in its own code block) then save. Inspect the graph with MaterialNodeService.export_material_graph before modifying an existing landscape material.

Sample scripts (run via execute_python_code)

  • scripts/create_landscape_material.txt — create a landscape material with a layer blend, compile, assign.

© kevinpbuckley, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file

Files

SKILL.md and 3 other files (scripts) in Content/Skills/landscape-materials of kevinpbuckley/VibeUE.

  • SKILL.md
  • satellite.md
  • scripts/create_landscape_material.txt
  • workflows.md

Open the folder on GitHubat commit dc051be

Compare with similar skills

Landscape Materials next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.

Landscape Materials compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Landscape Materials this skillkevinpbuckley/VibeUE730—~1.6kAutomated safety check: PassMIT
Image to Three.js Modelimg2threejs/img2threejs18k1 repos~8.2kAutomated safety check: PassApache-2.0
Web CloneJane-xiaoer/claude-skill-web-clone1k1 repos~2.7kAutomated safety check: PassMIT
Threejs Game Directormajidmanzarpour/threejs-game-skills2.5k—~2.2kAutomated safety check: PassMIT
Game Asset Generatorhtdt/godogen7.1k—~2.8kAutomated safety check: PassMIT
Threejs Gameplay Systemsvalkor-ai/loom1.2k1 repos~1.4kAutomated safety check: PassApache-2.0

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Questions about Landscape Materials

What does Landscape Materials do?

Create landscape materials with layer blending, texture setup, and layer info objects (LandscapeMaterialService). Landscape Materials is an agent skill from kevinpbuckley/VibeUE. Create landscape materials with layer blending, texture setup, and layer info objects (LandscapeMaterialService).

When should I use Landscape Materials?

Landscape Materials fits situations like: the user asks to build a landscape/terrain material; set up paint layers (grass/rock/dirt); create layer info objects; add a grass output.

How do I install Landscape Materials in Claude Code?

Run `npx skills add kevinpbuckley/VibeUE --skill landscape-materials -a claude-code`. Or copy the skill folder (Content/Skills/landscape-materials in kevinpbuckley/VibeUE) into .claude/skills/landscape-materials in your project. Claude Code loads it when a task matches its description.

How do I install Landscape Materials in Codex?

Run `npx skills add kevinpbuckley/VibeUE --skill landscape-materials -a codex`. Or copy the skill folder (Content/Skills/landscape-materials in kevinpbuckley/VibeUE) into .agents/skills/landscape-materials in your project. Codex loads it when a task matches its description.

Can I use Landscape Materials in Cursor, Gemini CLI or GitHub Copilot?

Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add kevinpbuckley/VibeUE --skill landscape-materials -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/landscape-materials, .gemini/skills/landscape-materials, .github/skills/landscape-materials and .opencode/skills/landscape-materials in your project.

What does Landscape Materials need to run?

SKILL.md names no scripts, command-line tools or credentials: Landscape Materials is instructions for the agent only. Our summary lists: Python 3.

Does Landscape Materials access the network?

SKILL.md contains no URLs. Any network use would come from the scripts or tools the agent runs. This is read from the text; nothing was executed.

Is Landscape Materials safe to install?

Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. The check reads SKILL.md only: the scripts in the folder are not scanned, so read them before running anything.

What licence does Landscape Materials use?

Landscape Materials is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Landscape Materials use?

About 1.6k tokens (SKILL.md is roughly 6.6k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full.

What are the alternatives to Landscape Materials?

Skills that share tags, products or a category with Landscape Materials: Image to Three.js Model (img2threejs/img2threejs, 18k stars), Web Clone (Jane-xiaoer/claude-skill-web-clone, 1k stars), Threejs Game Director (majidmanzarpour/threejs-game-skills, 2.5k stars) and Game Asset Generator (htdt/godogen, 7.1k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Landscape Materials?

kevinpbuckley (a GitHub user) maintains it in kevinpbuckley/VibeUE, which has 730 GitHub stars. The repository holds 39 skills in this directory. The repository was last updated on October 7, 2026.

Source: kevinpbuckley/VibeUE on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.