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Loom

Preview

Blender to Unity & Unreal Live Link

Blender · source Unity Unreal one binary link · two engines
One Blender producer (left) streams into two live engine viewports, Unity and Unreal, over a single binary link, each shaded by a generated procedural material. Only what changed crosses the wire.

Model in Blender, see it in Unity or Unreal instantly. Loom streams your meshes, rigs, lights, cameras and materials straight into the engine viewport over a direct binary link. Edit a vertex, scrub an animation, tweak a light, and it shows up in milliseconds. No exporting, no FBX round-trips, no relay server. When you are happy, bake the whole session to real prefabs, Blueprints and assets. Loom is a preview and a pipeline.

Blender Unity Unreal Python C# C++

Live, not exported

Edit in Blender and the engine viewport updates in milliseconds. No FBX, no relay, no disk.

Two engines, one wire

A single Blender producer drives Unity (URP) and Unreal at parity, both on the same protocol.

Materials, not just meshes

20+ shader nodes transpiled to real URP shaders, all 19 Mix blend modes, ported from Blender source.

A pipeline, not a toy

Bake the live session to real prefabs, Blueprints and assets, with colliders and LODs at bake.

What syncs

Loom’s reach is the point. The live link carries nearly your whole scene, and everything here lands in whichever editor you open.

  • 9 Blender object types: mesh, curve, text, surface, metaball, armature, light, camera, empty
  • All 1 to 8 UV channels plus RGBA vertex colours, with 32-bit indices for big meshes
  • Armatures and shape keys, with live pose and blendshape weights
  • 4 light types, perspective and orthographic cameras with depth of field
  • World HDRI and fog
  • Collection, geometry-node and particle instancing, with linked-duplicate dedup
  • Principled materials with content-deduped textures
  • 20+ shader nodes transpiled to real URP shaders, all 19 Mix blend modes
  • Live colliders, LOD groups, and game-ready layer, tag and static routing

Two engines, one link

Loom is a Blender producer with two first-class consumers. The same wire drives both, so every capability lands in either editor. Unreal just uses the idiomatic target for each Unity concept.

In Unity In Unreal
Live mesh MeshFilter + MeshRenderer / SkinnedMeshRenderer UDynamicMeshComponent (CPU linear-blend skinning)
Materials Generated URP shader / URP Lit A LoomLit UMaterial with ported HLSL in a Custom node
Instancing RenderMeshInstanced scatter UInstancedStaticMeshComponent (per-instance data)
Lights & cameras Light / Camera (+ depth of field) U*LightComponent / UCineCameraComponent
LODs LODGroup + child meshes One multi-LOD UStaticMesh
Animation .anim AnimationClip UAnimSequence (+ morph-target curves)
Bake A prefab (.prefab) A reusable BP_LoomBake Blueprint over saved assets

Materials & shaders

Most live bridges stop at geometry. Loom transpiles Blender shader node graphs into real, compiled shaders, a URP .shader in Unity and ported HLSL inside a LoomLit material in Unreal, not a flat approximation. The procedural nodes are ported from Blender 5.1’s own source, so a generated shader reproduces Blender’s look rather than guessing at it.

20+ nodes transpiled to real shaders

  • Noise (exact Perlin fBM)
  • Voronoi (exact PCG hash)
  • Mix Color (all 19 modes)
  • ColorRamp
  • Math
  • Vector Math
  • Map Range
  • Mapping
  • Image Texture
  • Bump
  • Normal Map
  • Fresnel
  • Layer Weight
  • Gradient
  • Checker
  • Wave
  • Magic
  • Separate / Combine
  • Object Info
  • Texture Coordinate
  • Real compiled shaders, not a preview hack. Generated shaders support Forward and Deferred, shadows, depth prepass, and SSAO.
  • Faithful fallback. An unsupported graph degrades to an accurate Principled material, and an offline pre-flight scan names the node before you ever connect.
  • Pin your own material. Override any Blender material or object with your own engine material, and it survives every resync.
  • Textures done right. Content-deduped and packed into the engine map slots (metallic and gloss, normal and strength, occlusion), with HDR preserved.

Why it is fast

Loom sends GPU-ready bytes and only what changed. Nothing is serialized to text or written to disk on the sync path.

  • Direct binary link. Raw float32 and uint32 buffers go straight from Blender’s numpy into the engine. No JSON, no relay, no disk.
  • Only what changed. Moving an object sends a 40-byte transform packet. Sculpting and animating stream positions only, never the whole scene.
  • Non-blocking. Socket I/O runs on a worker thread, so neither editor stutters.
  • Self-healing. It survives script recompiles and disconnects, and reconnecting re-syncs the whole scene.

Pixel-faithful, provably

Breadth only matters if the result is correct. Loom is built so the look matches and stays matched.

  • Ported from source, not eyeballed. Procedural textures and all 19 Mix modes are translated from Blender 5.1’s own shader source, down to the exact Perlin and PCG hash.
  • One wire, three implementations, proven byte-identical. The Python producer and the C# and C++ consumers are checked against the same golden wire-byte fixtures.
  • Tested end to end with editors closed. Headless Blender and Unity suites drive the real serialize, socket, rebuild and bake path in CI, including a full .blend to .prefab build.

Preview to production

The live preview is not a dead end. It graduates into real project assets.

Bake to prefab / Blueprint

Shared meshes and generated materials dedup into single assets, node-graph shaders persist as real files, and a prefab or BP_LoomBake Blueprint is saved over the tree.

Game-ready at bake

Generate lightmap UVs and static-GI flags, LOD groups, and colliders on the baked asset.

Bake to AnimationClip

Capture a frame range of bone and blendshape animation into a Unity .anim clip or an Unreal UAnimSequence.

Record & replay

Tap the live stream to a .loomcache file and play it back through the same builder for offline review or regression fixtures.

Headless / CI bake

Drive a .blend to .prefab build with no editors open, so a studio build system can use Loom, not just an artist at a desk.

Control, safety & feel

  • Selective sync. Stream a single collection or just the selection, and freeze a finished object so it stops updating while you iterate elsewhere.
  • One-way by default, with hand-edit protection. A nudge to a synced object in the engine is paused, not overwritten, until you release it.
  • Opt-in two-way edits. Push transforms and selection back to Blender, or demand-bake an unsupported graph material to maps from the engine.
  • Sync during Play mode. Live edits stream into a running session and survive the domain reload, with a clear in-play indicator.
  • Zero-config on localhost, with a live HUD of throughput, queue depth, coalesced frames, and the heaviest object.

Compatibility

  • Blender 4.2 or newer (developed against 5.1)
  • Unity 2022.3 LTS or newer with the Universal Render Pipeline (URP)
  • Unreal Engine 5.4 to 5.8, a C++ project, Win64
  • Editor to editor on the same machine over loopback TCP (default 127.0.0.1:8787)

Availability

Loom is in preview and not on sale yet. The full feature set is implemented and continuously tested across both engines, and the remaining work before a 1.0 release is a guided visual-polish pass and release packaging. The Blender add-on is free and MIT-licensed, and the Unity and Unreal consumer plugins are commercial, with Unity Asset Store and Fab listings to follow at release. Want updates or early access? Get in touch below.

Support

Questions, bug reports, or feature requests during the preview? Reach out by email and I will get back to you.

You can also browse the documentation for install steps, architecture notes, and the roadmap.