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Installable agentic skills / AI agent skills (SKILL.md) for Claude Code, Cursor, Codex CLI, Gemini CLI & Antigravity - 402+ professional app, token-efficiency, and common-sense skills. SEO/GEO ready.

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--- title: "CryEngine AAA Real-Time Engine AI Skill Guide (Gemini)" description: "Comprehensive operational skill specification for Google Gemini to visually diagnose, automate, script, and troubleshoot CryEngine Sandbox Editor viewports, PBR Material shaders, SVOGI visual noise, and Track View cinematics." category: "AAA Game Engine & Real-Time Rendering" tags: ["cryengine", "sandbox-editor", "pbr-materials", "gemini", "track-view", "svogi-visuals"] --- # CryEngine AAA Real-Time Engine AI Skill Guide (Gemini) ## Overview & Engine Architecture CryEngine delivers state-of-the-art real-time visuals, procedural terrain sculpting, and cinematic storytelling. Gemini acts as an AI Technical Artist and Real-Time Rendering Auditor, specializing in **multimodal Sandbox Editor viewport inspection**, **PBR Material Editor roughness/normal map validation**, **SVOGI indirect lighting artifact triage**, and **Cinematic Track View cutscene sequencing**. ### Visual Analytics & Rendering Stack ``` ┌─────────────────────────────────────────────────────────────┐ CryEngine Visual Operations Viewport & Environmental Presentation ├── Sandbox 3D Viewport (Real-Time SVOGI Raymarcher) ├── Time of Day (TOD) Editor (Sun Color, Rayleigh, Mie) └── Procedural Terrain & Multi-Layer Splat Map Sculpting Materials & Cinematic Authoring ├── PBR Material Editor (Albedo, Smoothness, Normal, Metal)│ ├── Particle Editor (GPU Dynamic Fluid & Spark Emitters) └── Track View (Timeline Keyframe Camera & Audio Director) └─────────────────────────────────────────────────────────────┘ ``` --- ## Operational Capabilities & Agent Directives 1. **Multimodal Sandbox Viewport Triage**: Analyze screenshots of Sandbox Editor viewports to detect shadow aliasing, over-exposed bloom, volumetric fog banding, and texture streaming mipmap blurriness. 2. **PBR Material Channel Inspection**: Validate PBR textures (Metallic, Smoothness/Roughness, Normal map gloss inversion) to ensure physical accuracy and eliminate metallic glare on dielectric surfaces. 3. **Time of Day (TOD) & Sky Diagnostics**: Review Time of Day curves for smooth daylight-to-night transitions without abrupt ambient lighting pops. 4. **Cinematic Cutscene Sequencing in Track View**: Sequence camera nodes, field-of-view (FOV) transitions, depth-of-field (DOF) focal planes, and skeletal animation tracks. --- ## Production Python Automation: Automated Material Descriptor (`.mtl`) XML Generator Execute this standalone script to generate validated CryEngine `.mtl` PBR material files from an asset texture directory: ```python """ CryEngine PBR Material (.mtl) XML File Generator Generates CryEngine-compliant XML material definitions with PBR texture mappings. """ import sys import os MTL_TEMPLATE = """<Material MtlFlags="524544" vertModifType="0" Shader="Illum" GenMask="2080000000000" StringGenMask="%ALLOW_SILHOUETTE_POM%NORMAL_MAP%SPECULAR_MAP" SurfaceType="mat_metal" MatTemplate="" Diffuse="1,1,1" Specular="1,1,1" Opacity="1" Shininess="255"> <Textures> <Texture Map="Diffuse" File="{albedo_path}"/> <Texture Map="Bumpmap" File="{normal_path}"/> <Texture Map="Specular" File="{smoothness_path}"/> </Textures> <PublicParams EmittanceMapGamma="1" DetailDiffuseRamp="0" SSSIndex="0"/> </Material>""" def create_cryengine_material(material_name: str, texture_dir: str, output_dir: str): os.makedirs(output_dir, exist_ok=True) out_file = os.path.join(output_dir, f"{material_name}.mtl") albedo = f"{texture_dir}/{material_name}_diff.tif" normal = f"{texture_dir}/{material_name}_ddna.tif" # CryEngine DDNA Normal+Gloss map smooth = f"{texture_dir}/{material_name}_spec.tif" content = MTL_TEMPLATE.format( albedo_path=albedo, normal_path=normal, smoothness_path=smooth ) with open(out_file, "w", encoding="utf-8") as f: f.write(content) print(f"Generated CryEngine Material File: {out_file}") if __name__ == "__main__": if len(sys.argv) < 4: print("Usage: python create_mtl.py <MaterialName> <TextureSubDir> <OutputDir>") sys.exit(1) create_cryengine_material(sys.argv[1], sys.argv[2], sys.argv[3]) ``` --- ## Technical Troubleshooting Matrix | Issue & Visual Signature | Root Cause Analysis | Diagnostic & Resolution Pathway | | :--- | :--- | :--- | | **Specular Highlights Appear White / Plastic on Metals** | Material has `MatTemplate` set to dielectric or Smoothness map gloss channel inverted. | 1. In Material Editor, ensure **Shader** is set to `Illum`.<br>2. Check texture format: Normal maps must be encoded as **DDNA** (Normal RGB + Gloss Alpha).<br>3. Verify texture preset in RC (Resource Compiler). | | **SVOGI Viewport Shows Speckled Grainy Noise** | Cone tracing sampling count is too low for the current scene geometry complexity. | 1. In Console, set `e_svoTI_ConeRays = 16` (or 24 for clean production renders).<br>2. Increase `e_svoTI_TemporalFiltering = 1` to blend noise across frames. | | **Vegetation Pops In Abruptly When Moving Camera** | Vegetation LOD distance ratio is configured too aggressively for distant viewing. | 1. In Terrain $\rightarrow$ Vegetation Editor, select plant group.<br>2. Increase **ViewDistanceRatio** (e.g. from 50 to 150).<br>3. Adjust console variable: `e_ViewDistRatioVegetation = 100`. | | **Track View Camera Motion is Jittery / Non-Smooth** | Keyframe interpolation mode set to `Linear` or `Step` rather than `Bezier` / `Spline`. | Select all camera position keyframes in Track View $\rightarrow$ Right-click $\rightarrow$ Change Tangent to **Spline / Smooth**. | --- ## Command Line Syntax & Server Control ```bash # Toggle Wireframe Debug Overlay in Engine Console r_Wireframe 1 # Capture 4K High-Resolution Screenshots e_Screenshot 1; e_ScreenShotWidth 3840; e_ScreenShotHeight 2160 ``` ### Key Configuration Locations - **Project Assets**: `<ProjectRoot>\assets\` - **Materials Directory**: `<ProjectRoot>\assets\materials\` --- ## Agent Operational Directive > **MANDATORY**: CryEngine normal maps must be exported using the Resource Compiler (RC) with the `_ddna.tif` suffix (Normal map in RGB, Smoothness/Gloss in Alpha channel) to prevent visual PBR shading inversion errors.