📄️ Start here
MaterialZ (MZ) builds assets from editable recipes. A recipe describes how an asset is made; the images and geometry used to display it are evaluated results. You can return to the recipe and change its construction later.
📄️ Your first material
This walkthrough starts with the material produced by Make Proc. The goal is a darker, readable ground surface whose appearance you can tune without replacing bitmap files.
📄️ Your first mesh part
Start with one wall segment. You will make an editable part, change its actual dimensions, place copies, and inspect the recipe that builds it.
📄️ Publish controls and formulas
A useful recipe exposes the decisions you want to make while building: wall width, roof pitch, fence count, material color. Construction details stay inside the Group.
📄️ Collision, holes and walkable tops
A rendered silhouette and a placement footprint answer different questions. A tree canopy covers a large image area, but only its trunk should block walking. A doorway lintel appears above the player; its jambs block the ground.
📄️ Join parts with connectors
Connectors describe where reusable parts can meet. They are ordinary operations in the MZ recipe, not separate actions for individual assets. A connector has a family, a local position and an outward-facing rotation. It adds no visible geometry.
📄️ Reference, examples and troubleshooting
Find the right control