Production know‑how, packaged for Unreal.

Unreal Engine 5 plugins from years of film, TV and real‑time work. Full C++ source, made for teams.

The story

From film frames to real-time tools.

tridiART's plugins didn't start as plugins. They started on film and TV productions, in render queues and simulation caches, then moved into Unreal Engine. Each tool is a piece of that know-how, packaged so you don't have to solve the same problem by hand.

  1. 2009Film

    A Byzantine palace around a green screen.

    For the feature film Fetih 1453: tracking the camera, keying and rotoscoping the actors, building the throne room in 3D and compositing every shot. Seven jobs, one artist.

    Fetih 1453: actors in the CG throne room of the Byzantine palace
    See the breakdown
  2. 2011TV series

    Whole cities on a television schedule.

    For Magnificent Century: Ottoman Istanbul, Edirne, Cairo and a fleet at sea. Full CG environments that had to hold up from any angle, shot after shot.

    Watch the shots
  3. 2013Simulation

    Water as data.

    A rowboat's wake in Naiad: 16 million particles, about 20 hours of simulation and 276 GB of cache for one shot. Budgets, caches and render times became second nature.

    Naiad water simulation: the wake of a rowboat
    See the numbers
  4. Real-timeUnreal Engine

    Then the frame stopped waiting.

    The same eye for light, material and composition, now in real time: environments, interiors and cinematics made in Unreal Engine 5.

    A narrow alley at dusk, rendered in real time in Unreal Engine 5
    See the real-time work
  5. TodayPlugins

    Know-how, packaged.

    Every tridiART plugin is a problem we kept solving by hand, turned into a tool that solves it inside your editor.

    • Naming discipline on productions with thousands of files.Asset Doctor
    • Wood, marble, mosaic and gold, one texture set after another.Material Smith
    • A budget for every shot: render hours then, triangles now.LOD Tailor
    • Matching CG to the plate and the concept, frame by frame.Limner
    • Framing every shot through a real lens.Lensman
    • Handing scenes between artists and studios.Ferryman
    Browse the plugins
How we build

Tools that behave like engine code.

No black boxes, no web views pretending to be editor panels. Plugins you can trust in a production branch.

Built for Unreal Engine 5

Compiled and packaged for every supported engine version, not just the one we happen to use.

Full C++ source

Code plugins ship with source, so you can read them, debug them and extend them.

Made for teams

Settings live in project config files and travel with source control. One setup, whole team.

CI-friendly

Commandlets, JSON/CSV reports and exit codes, so the build server enforces the rules too.

Native editor UI

Slate panels that feel like part of Unreal Editor, with Content Browser and Data Validation hooks.

Fair licensing

Asset Doctor, Material Smith and Blueprint Scribe are free under the Fab Personal license; LOD Tailor and Craftwright are $9.99, Dragoman, Lensman, Ferryman and Draughtsman are $19.99, Limner is $14.99. Companies above $100,000 in yearly revenue need the Professional license: $29.99, or $49.99 for Dragoman, Ferryman and Draughtsman and $39.99 for Limner and Lensman.

Community

Tell us what slows your team down.

The roadmap is shaped by the people who use these tools. Bring bug reports, feature requests and the pipeline pain you would love to never deal with again.