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texture

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UpdatedJuly 2, 2026 at 12:07

Generate a tileable PBR texture set with local Python (numpy/PIL) AND land it as real Unreal assets over the MCP. Pass the full Python source as the argument — the skill stages and runs it, then imports the resulting PNGs to /Game/Generated/<slug>/, builds (or reuses) a master material, creates a per-slug Material Instance, and produces TestSphere + TestCube preview meshes wired to that MI. Use for procedural PBR sets (stone/metal/fabric/…), mesh-bake helpers, or any local Python that ends with files under assets/textures/. The decisive reason to bake a texture instead of computing noise live in a material: a baked texture has a MIP CHAIN, so it filters cleanly at distance/grazing/top-down — live shader noise has no mips and aliases into shimmer/crawl.

Installation

Install with Codex or Claude Copy this prompt, paste it into Codex, Claude, or another assistant, and let it review the skill page and install it for you.

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