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Rune and Ember: The Fantasy and Magic Material Collection

24 ready-to-use fantasy and magic materials (glowing rune stones, enchanted crystal, flowing lava, ectoplasm, dragon scale, a mana pool, stained glass and more, plus hand-painted and toon sets) for the Swatchbook material library. Install one package and apply any of them by name, for every player.

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Updated Oct 27, 2026
materialsfantasymagicmaterial libraryruneslavacrystaltoonhand-paintedglowing

Rune and Ember

Everything you need to dress a wizard's tower, a dragon's lair or a ruined shrine: 24 fantasy and magic materials that plug straight into the Swatchbook material library (materialLibraryKit).

What you get

  • Glowing materials that read as real light in a dark scene and still glow in daylight: carved rune stones in cold blue and ember red, cursed stone with pulsing violet veins, lava that actually flows, cooled magma crust with glowing cracks, a swirling mana pool, ghostly ectoplasm, and elven wood with a faint glowing inlay.
  • See-through magic that overlaps without sorting glitches: enchanted crystal in azure and amethyst (clusters of faceted crystals on flat surfaces, one refracting crystal with a glowing heart on curved ones) and ectoplasm, plus a stained-glass cathedral window that glows with the light behind it.
  • Solid surfaces at real-world size: gold leaf ornament, mossy ruin blocks, crimson and emerald dragon scale (big overlapping scales), and night-blue starfield cloth with twinkling stars.
  • Stylised sets for cartoon worlds: hand-painted and toon (cel-shaded) rune stone, crystal, lava and ectoplasm. Swap realistic for toon by changing one name.
  • Easy to find: every material is tagged by kind, style, tile size, roughness, metalness, whether it glows, moves or is see-through, and its texture cost. It shows up in the library's list, picker and swatch gallery.
  • Light enough for the web: at most 5 textures per material (the web limit is 9); 40.0 MB of texture memory for all 24, and eleven are fully procedural. Every material tiles seamlessly.
  • Extras: FantasyGlowLight, a pulsing coloured light that makes any glowing surface light its surroundings, and a small ruined shrine you can drop into your own scene.

How to install

Install the fantasyMaterials package from ZeroMind (search "Rune and Ember" or "fantasyMaterials"). That's all: it brings the material library with it (plus Looking Glass, whose stained-glass textures the window builds on) and no copies of the engine's own parts. There is no setup code.

local Materials = require("~materialLibraryKit.Materials")
local stone = entity.spawn("runeSample", { synced = true, components = { Model = { model = "cube" } } })
stone.localPosition = { 0, 1, 3 }
assert(Materials.apply(stone, "runeStoneBlue"))   -- carved runes glowing cold blue, for every player
assert(Materials.apply(stone, "runeStoneToon"))   -- the same cube for a cartoon game

Materials.apply(object, name) puts a material on any Model and shares it with every player, including players who join later.

Try it here

Play this world to walk the swatch gallery: every material on a sphere, cube, shader ball, cylinder, floor tile and wall, each beside the reference picture it was matched against. Switch the lighting looks from the toolbar (including the dark Moonlight look), then visit the ruined shrine to see the materials in a real place.

Version 1.0.4. The package README has the full material table, every tag, texture memory, and known limits by engine issue number. In the browser the gallery runs at about 7 fps (#20750); your own scenes don't carry that cost.

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