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Splash Material System for Archviz

Material System for Archviz

Editor tooling · Unreal Engine · batch library generation

{ Unreal Engine Developer}

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Unreal Engine

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Blueprints

Material system for an architectural visualization app in Unreal Engine, where buyers walk through the homes of a development and change the finishes in real time. That system was my responsibility: an editor tool that batch-generates each home’s material library along with its data file, plus loading and swapping those finishes during the walkthrough. The rest of the platform — importing the architectural model and distributing the app — was handled by the team.

RuntimeFinish swapping during the walkthrough
BatchAutomatic material library generation
BlueprintsTooling inside the Unreal editor
Per homeOne material catalog per unit

Problem

The app had to offer swappable finishes in every home of the development, but materials were created and wired by hand in Unreal: hundreds of instances, and any catalog change meant redoing the work unit by unit.

Solution

I built an editor tool that generates the libraries in batches: you set the base path and the prefix for the home, and it creates the material instances along with the data file describing them. On top of that library I implemented loading and swapping finishes at runtime.

Result

The catalog stopped being maintained by hand: adding or changing finishes became a matter of regenerating the library, and every home ended up with its own material set ready for buyers to walk through and modify.

Material System for Archviz


Angel Iram
{ Unreal Engine Developer}

Material library generator

Built the editor tool that batch-creates each home's material instances from a base path and a prefix, along with the data file that describes them.

Angel Iram
{ Unreal Engine Developer}

Runtime finish swapping

Implemented loading and swapping materials during the session, so users change floor, wall and furniture finishes without leaving the walkthrough.

Angel Iram
{ Unreal Engine Developer}

Catalog organization per home

Structured the library by floor and unit of the development, so each home exposes only the finishes that belong to it.

The code for this project belongs to the client and cannot be published. What I can show is on this page: the problem, the solution I built, my specific role and screenshots of the product. If what you want is to read my code, that's exactly why I built Ghostline: a complete, playable game with both the C# client repo and the TypeScript API repo open —the same technical judgment I applied here, this time auditable commit by commit.

Gallery

Material library generator

The tool inside the editor: you set the base path and the home's prefix, and it batch-generates the material instances with their data file, ready for the catalog.

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