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.
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.
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.
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.