Generate the material. Not just the map.

Matter turns natural language into discoverable, editable, engine-native materials, including the shader logic that makes a surface move, react, and live.

The Material Forge

One prompt.
A living surface.

Work from the visual language of the project, bring in any existing material, texture, or shader, and iterate without leaving the engine.

01 / GROUND

Set the project style

Give every generation the same visual rules, from realism and lighting to stylization and palette.

02 / IMPORT

Drop in what already works

Drag in a material, shader, or texture to inspect it, annotate it, or create a derivative.

03 / CREATE

Describe the behavior

Prompt a new material or edit an existing one using the language an artist would use with another artist.

Material Chat · in-engineLIVE
Material Chat interface showing a project style guide, asset drop zone, and natural-language material prompt
“Flowing magma, with cool patches of rock flowing over it.”
GENERATED IN-ENGINE

From prompt to functional material.

Engine-agnostic, project-aware materials in minutes, including the shader behavior that makes them feel alive.

Animated cracked lava material
Cracked lava
Animated magma material
Magma
Animated energy grid material
Energy grid
Animated atmospheric stone material
Atmosphere
Animated blue plasma material
Plasma

The missing layer

Textures describe a surface. Shaders define how it behaves.

Most generative 3D tools stop at static PBR maps. The artist still has to author the shader, wire the material, tune its parameters, and repeat the process when the idea changes.

Engine-native output

Create textures, shader code, render logic, and a wired material instance as one usable artifact. No folder of loose images.

Functional effects

Generate procedural, animated, and parametric behavior for lava, dissolves, force fields, fire, and other living surfaces.

Generative editing

Refine an existing material by language or parameter. Edit the logic in place instead of regenerating the entire asset from scratch.

Built for your pipeline

Start in Unity and extend through a portable representation to the engines your studio actually uses.

Your library becomes a system

Find it. Derive it. Create it.

Matter begins with the value you already own, then adds generation where retrieval stops.

01 / INDEX

Inventory existing assets

Annotate proprietary textures, materials, and shaders so teams can search the studio library by meaning, not filename.

02 / RETRIEVE

Prompt the archive

Describe the look or behavior you need and retrieve the closest internal or licensed match in seconds.

03 / DERIVE

Build from what works

Use an approved material as the reference for a new variation that preserves the project’s visual language.

04 / GENERATE

Fill the gap

Generate textures and shader code when the right source artifact does not exist in any connected bank.

05 / CHECK

Compile before handoff

Validate generated shader code against the target engine instead of leaving integration risk for the artist.

06 / REFINE

Stay in flow

Iterate with natural language and exposed controls while the asset remains wired into the environment where it will ship.

Everyone generates textures. Almost no one generates the shader.The Material Forge thesis

Your materials already contain intelligence

Make it searchable. Make it generative.

Start with one project library, one engine, and the surfaces that cost your team the most time.

Discuss a Matter pilot