MaterialForge · UE 5.7–5.8

From a material brief to your Unreal project

Make one surface, compare alternative looks, or create a set of different materials. This guide explains which mode to use, what costs credits and how to keep the results you want.

Updated 2026-09-05 · Cosindra team

1. Choose your result, not just a count

Single

1 material · All plans

Describe one material in as much detail as you need. A long prompt still produces one material.

A colorful road-playmat printed on soft woven carpet, with roads, houses and gardens. Top-down, seamless, no baked lighting.

One patterned carpet material — not separate road, house and grass materials.

Variations

2 or 4 materials · Paid plans

Generate alternative takes on one brief, then compare their surface details in the live preview.

Rusty sci-fi metal panels with scratches, dark paint and orange corrosion.

Different takes on the same metal-panel brief.

Material Pack

2–4 materials · Paid plans

Use a shared batch brief for different materials, or write a separate prompt card for each surface.

An abandoned research station needs corroded steel wall panels, cracked concrete floors and worn rubber walkway mats.

Choose 3 results for steel, concrete and rubber. Number the materials for a more precise split.

Four materials are not four maps. A textured material has Base Color, Normal, Roughness and Ambient Occlusion maps, plus an Unreal material recipe. A four-material pack contains four separate results. Some procedural surfaces use only a recipe, with no image maps.

2. Write a brief that matches the mode

Prompt starters fill the input; they do not generate anything. You can edit the text, choose your mode and engine, then press Generate or Cmd/Ctrl + Enter. Regular Enter adds a new line.

For Material Pack → Batch brief, normal prose is supported. Describe the shared setting and name its different surfaces. You still choose 2, 3 or 4 results yourself: the app does not infer an unlimited material list from a game description.

Numbering is optional, but it makes the intended split clearer. For this example, select 3 results:

Shared style: an abandoned research station, muted industrial colors, seamless surfaces without baked lighting.

  1. Corroded steel wall panels, peeling dark paint and orange rust.
  2. Cracked concrete floor, fine dust and subtle oil stains.
  3. Worn black rubber walkway mats with a raised diamond grip.

Use Separate cards when each material needs exact constraints. Give every card one surface brief and include any shared style in each card. Each card generates one material. A story about a town printed on a carpet, however detailed, describes a single patterned surface; use Single for that.

Batch brief does not run a separate planning or draft generation. Each material generator interprets its assigned part of the brief directly, so check the results rather than treating free-form scene interpretation as a guaranteed split.

3. Review the credit total before generating

Single is available on Starter. Variations and Material Pack require a paid plan. Each generated material costs 4 credits with the standard engine, or 9 credits with Pro Engine. Pro Engine selects the premium model and adds 5 credits per result; it is not a free quality switch.

A four-result run costs 16 standard credits or 36 Pro Engine credits. The Generate button shows the full total before you commit, without an extra draft or planner fee. Web generation uses Cosindra credits, including on the BYOK plan; supplying your own chat key does not make web material generation free.

If part of a pack fails, the failed results are refunded and successful results remain available. Retry is a new, separately charged generation. Its result appears separately and does not replace the failed slot in the original pack download or Apply Pack action.

4. Inspect, then adjust or regenerate

Select a result to view it on a sphere, cube or plane. Compare the texture maps and material recipe, then choose the kind of change you need:

Adjust Parameters · no generation credits
Change the connected values the recipe exposes, such as tint or UV tiling. This reuses the existing textures; it cannot repaint scratches or add new geometry. Press Save free adjustment to create a preset before saving or applying it. This confirms the adjustment; use the material’s Save action to keep it permanently in your library.
New Variation · a new paid result
Generate one fresh take on the same brief. This action produces a single result, even if the original material came from a pack.
Refine · a new paid result with direction
Add an instruction such as “less rust, darker paint.” It guides a fresh full generation at 4 or 9 credits, not an image-preserving edit of the current texture. The previous result stays in History.

5. Save every material you want to keep

Save keeps the selected material, not the entire pack. For a pack of four, select and save each result you want in your private library. Saving does not spend generation credits or start a new render.

Unsaved texture-based results appear under Account → Materials → Not saved · recovery window for up to 24 hours. Save them there while the countdown is active. Once their temporary maps expire, the unsaved cards disappear and those maps are no longer available for download or apply.

Recent packs can reopen a run without generating it again, but a run record is not permanent map storage. Saving one child preserves that saved material only; it does not extend the other results’ recovery window or keep the original pack ZIP available forever.

6. Download files or apply in Unreal Engine

Download Pack puts successful original results in numbered folders, with each recipe and its available PBR maps. The manifest records the pack order and failed/refunded results. A procedural material can have a recipe-only folder.

Apply Pack in UE5 brings the successful materials into your project through the Cosindra desktop app and Unreal plugin. Individual materials and adjusted presets also have their own Apply action. Use the current desktop app, sign in to the same account and connect your Unreal project.

Applying costs no additional credits on any plan. Downloading files requires a paid plan after Starter’s one lifetime free asset download, shared across products. Download or save the textures before they expire; a complete ZIP already downloaded to your computer does not expire.