Look development
Materials & textures
B2ULink can target existing Unreal materials, apply exposed parameters, carry texture settings, or recreate a supported Blender material graph.
Target material
Every material used by an exported LOD needs a Future Material Name. B2ULink uses that target as the basis for the material instance assigned to the imported Static Mesh.
Material parameters
The Parameter panel creates or marks Blender nodes as Unreal parameters. Parameter names must match the names expected by the Unreal material.
| Parameter | Blender representation |
|---|---|
| Static Switch | B2ULink Static Switch node with True/False inputs. |
| Float | B2ULink Float Parameter node. |
| Float3 / Color | B2ULink Float3 Parameter node, used as a color or vector. |
| Texture | An Image Texture node marked as a parameter. |
A texture parameter can specify an Existing Path such as /Game/MyAsset/Textures/T_Texture. Leave it empty to export the Blender image into the local asset source folder.
Texture settings
When an Image Texture node is active, the Texture panel exposes the image path, color space, alpha mode, file format, color mode, bit depth, compression, and Unreal compression preset.
- Save Texture writes the active image using the configured path and format.
- Open Folder opens the saved image location in Windows Explorer.
- Unreal compression presets include default color, normal, masks, grayscale, alpha, UI, and displacement-oriented choices.
- Texture interpolation and extension settings are included in the exported parameter data.
Convert Active Material
Material Conversion serializes the reachable nodes of the active Blender material and asks Unreal to construct a Material and any required Material Functions in the chosen Unreal folder.
Choose Auto, Opaque, Masked, or Translucent for alpha handling. Auto uses translucency when alpha is connected; otherwise it creates an opaque material.