Shovel skills · 5 in this category

A look that shades itself.

Materials built graph-by-graph, particles simulated system-by-system, scenes lit actor-by-actor — with reference knowledge baked in so the result actually respects PBR rules and particle budgets instead of just looking good in one screenshot.

Materials

PBR graphs, written like code.

66 actions

Creates materials, instances and material functions from scratch — builds whole PBR graphs programmatically, drops in custom HLSL, imports textures straight into slots, batch-edits dozens of instances at once, renders previews without leaving the session, and checks compilation and shader complexity before calling it done.

PBR graph building Custom HLSL Material instances Texture import Previews Validation

Material Reference

The rules, so nothing gets broken.

Quick-reference PBR rules, HLSL gotchas and performance budgets that load on demand — the guardrails keeping AI-authored materials physically plausible and inside frame budget, instead of gorgeous and unshippable.

PBR rules HLSL gotchas Perf budgets

Niagara VFX

Particles with a full lifecycle.

129 actions

Full system and emitter lifecycle with override-preserving module edits, dynamic inputs, event handlers, simulation stages, per-quality scalability, renderer presets for trails, beams, lightning and ribbons — plus system diffing, so you can actually see what changed and why your effect suddenly looks different.

Systems & emitters Dynamic inputs Sim stages Ribbon presets Scalability System diff

Niagara Reference

Budgets before beauty.

Simulation rules, particle budgets and known gotchas as on-demand reference — so effects stay performant across every quality level instead of melting the GPU on ship day.

Sim rules Particle budgets Gotchas

Lighting

Sunrise to safe room.

The five actors that light most exteriors — sun, sky light, sky atmosphere, height fog, clouds — placed and wired in one pass, then interiors lit point by point in real colour temperature. Lumen GI and reflections, post-process exposure, reflection captures and lightmap bakes are all reachable. Best part: your AI can measure what it just did. Light coverage per room, luminance at any point, dark corners found automatically, and harsh bright-to-dark transitions flagged along a path a player will actually walk.

Outdoor sky rig Lumen GI Exposure & post-process Colour temperature Light coverage analysis Lightmap bakes

Put Art & VFX in your AI's hands.