Blender materials in Unreal Engine, exactly.
Most tools bake Blender's procedural materials down to flat textures. Venom Bridge Link sends the node tree itself: Unreal turns it into one shader that evaluates the nodes with the same code as Blender's Cycles, so noise, Voronoi, ramps, maths and mixes give the same numbers in Unreal as in Blender.
Three speeds, picked for you
- A value change (colour, roughness, metallic, a ramp stop, any unlinked socket) sets a parameter in Unreal in about 1 ms, with no re-import and no shader compile.
- Texture painting re-imports just that one texture, in about 8 ms, while you keep painting.
- A new node layout rebuilds the shader, which takes a few seconds of compiling.
Verified 1:1 against Cycles
- 325 node tests, each rendered in Unreal and compared with Cycles: median worst-pixel difference 0.000003.
- 61 mesh tests on rotated, non-uniformly scaled spheres, all within 0.002, and the same 61 on Nanite meshes.
- True displacement as Nanite tessellation, within 0.6 mm of Cycles.
The nodes it covers
Math and Vector Math (every operation), Mix (all 19 blend modes), Map Range, Noise and Voronoi (1D–4D), Wave, Gradient, Checker, Brick, Magic, White Noise, Gabor, Radial Tiling, Color Ramp and curves, Mapping, Image Texture with every interpolation and extension mode and box projection, Normal Map, Bump, Displacement, Fresnel, Layer Weight, node groups and more. Principled BSDF maps onto Unreal's Default Lit inputs.
PBR sets and height maps
Prefer plain PBR? Fast PBR mode sends a glTF-style material instance with its textures. PBR texture sets from libraries like BlenderKit, Poly Haven or Substance come through with GLB or FBX, and height maps become real geometry through Nanite tessellation.
Good to know
- A few nodes can't exist in a real-time shader: Sky and IES textures, OSL, Raycast, Wireframe, Pointiness, Random Per Island, Shader to RGB, volumes, and the subsurface, transmission and sheen lobes. Each material lists them in the Mats tab.
- Lighting is Unreal's own (Lumen): the material matches, and the final image follows Unreal's lighting.
- Exact textures are uncompressed and without mips, so they use more memory than compressed textures.
Questions
Can I convert Blender shader nodes to Unreal materials?
Yes. In Exact mode Venom Bridge Link sends the node tree itself, and Unreal runs it as one shader with the same maths as Cycles, verified in 386 tests.
Do procedural textures need baking?
Not in Exact mode: noise, Voronoi, ramps and maths run in the Unreal shader. Fast PBR mode bakes procedural channels to images instead.
Does it work with Nanite?
Yes. Exact Materials run on Nanite meshes, and height maps become true Nanite displacement.
Other guides
Try it on your own level.
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