landscape-materials

landscape-materials is a skill for Claude Code, Codex from kevinpbuckley/VibeUE. It costs 80 tokens per session (1,517 once invoked), scanned A, original, MIT.

A helper for creating Unreal Engine landscape materials with several paintable layers, such as grass, rock, and dirt. It also sets up the layer information and assigns the material to a landscape.

In plain words
What is it for?
Use it for prototypes or simple landscapes that need two to five blended terrain layers and a grass output.
Why use it?
It removes repetitive setup when building a basic terrain material and making its surface layers blend correctly.

Skill for Claude CodeCodex

Written for no agent in particular: nothing here depends on one. Also seen: mentions Claude Code; mentions Codex.

Good fit Use it for prototypes or simple landscapes that need two to five blended terrain layers and a grass output.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/kevinpbuckley/vibeue/landscape-materials
Install

Getting it into your agent

One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.

Any agent
npx skills add kevinpbuckley/VibeUE --skill landscape-materials
Clone the repo
git clone --depth 1 https://github.com/kevinpbuckley/VibeUE

Made for: Claude Code, Codex.

Wrote this? Show the measurements

A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.

agentmods badge for landscape-materials

README.md
[![agentmods](https://agentmods.dev/badge/skills/kevinpbuckley/vibeue/landscape-materials/github.svg)](https://agentmods.dev/skills/kevinpbuckley/vibeue/landscape-materials)
Your own site
<a href="https://agentmods.dev/skills/kevinpbuckley/vibeue/landscape-materials"><img src="https://agentmods.dev/badge/skills/kevinpbuckley/vibeue/landscape-materials/github.svg" alt="Measured on agentmods" height="20"></a>

Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.

agentmods 80×15 button for landscape-materials

Your own site · 80×15
<a href="https://agentmods.dev/skills/kevinpbuckley/vibeue/landscape-materials"><img src="https://agentmods.dev/badge/skills/kevinpbuckley/vibeue/landscape-materials.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 80 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,517 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe. Third-party audits
  • NVIDIA SkillSpector pass 7 Sept 2026
How audits are shown
Origin original No closer match found in the catalogue.
Token cost

What it costs to keep this loaded

Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.

ModelPer sessionOnce invoked
Fable 5.1 $0.00080 $0.01517
Opus 5 $0.00040 $0.00758
Sonnet 5 $0.00016 $0.00303
Haiku 4.5 $0.00008 $0.00152

Measured 11d ago against content hash 24040193070e, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-11, from the pricing page.

Security

Grade A, and why

landscape-materials scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 11d ago.

A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.

Nothing flagged

None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.

Content/Skills/landscape-materials/SKILL.md · 140 lines

How it starts

The opening of the file, as written. The whole thing — 140 lines — stays where its author put it; the contents beside it link to each section on GitHub.

🧠 Brains complement: IF an unreal-engine-skills-manager tool (external MCP) exists in this session, call it with {action: "load", skill: "materials-and-shaders"} for UE domain knowledge on this topic — correct APIs, architecture, best practices — and treat it as the rubric for any review / "best practices" question. If no such tool is available (e.g. running under Claude Code or Codex without that MCP), skip this line entirely and proceed with this skill alone — do NOT attempt the call.

Landscape Material System Skill

When to Use This Skill vs. landscape-auto-material

  • This skill (landscape-materials): Simple materials with 2-5 layers using LandscapeLayerBlend. Good for prototyping.
  • landscape-auto-material: Production materials using material functions, RVT, and material instances. Good for shipping quality. Use when you need the Real_Landscape paradigm with auto-layering, altitude/slope blending via material functions, and biome configuration through material instances.

If you need material functions, Runtime Virtual Textures, or the master-material + instance pattern, load the landscape-auto-material skill (the engine's AgentSkillToolset GetSkills exposes it).

Critical Rules

🚨 Inspect Before Modifying Existing Landscape Materials

Before modifying an existing landscape material, you MUST export and review its current graph:

import unreal, json

path = "/Game/Materials/M_Terrain"

# Step 1: Get material info
info = unreal.MaterialService.get_material_info(path)
print(f"Blend: {info.blend_mode}, Shading: {info.shading_model}")

# Step 2: Export full graph to see what nodes and connections already exist
graph = json.loads(unreal.MaterialNodeService.export_material_graph(path))
for expr in graph['expressions']:
    name = expr.get('parameter_name') or expr.get('class')
    print(f"  [{expr['id']}] {expr['class']} - {name}")
    if expr.get('landscape_layers'):
        for layer in expr['landscape_layers']:
            print(f"      Layer: {layer}")
for oc in graph['output_connections']:
    print(f"  Output '{oc['property']}' ← expr {oc['expression_id']}")

Read the full file on GitHub · 140 lines

Files

What ships with it

3 files beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.

Changes

What this file has done since we first saw it

Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.

  1. 11d ago First seen · 140 lines · 80 tokens per session scan A 24040193070e

Subscribe to this mod's changes

landscape-materials is a skill published in the GitHub repository kevinpbuckley/VibeUE (674 stars, last pushed 7d ago), licensed MIT. It adds 80 tokens to every session and 1,517 once invoked, about $0.0004 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-30.

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