materials
De la autor
Blender PBR and stylized material creation for metal, wood, concrete, fabric, glass, dirt, rust, and procedural shaders. Use for look development, material reuse, and production shading in Blender via MCP.
Instalare
npx skills add arjun988/blender-skills --skill materials -a claude-code
Se instalează în .claude/skills/materials/ · Fiecare comandă descarcă skill-ul direct de pe GitHub cu utilitarul open source skills.
Identic octet cu octet cu commit-ul scanat, cu licența depozitului și un fișier SOURCE.txt.
Vrei ca agentul să-ți propună skill-uri în timp ce scrii? Vezi cum folosești skill-urile din IDE.
Verificări de siguranță pe SKILL.md
Niciun avertisment.
De ce 81
aiqbench calculează scorul de încredere din semnale publice. Nu este un audit de securitate, așa că citește un skill înainte să-l instalezi.
Skill-uri similare
Cele mai apropiate de acesta prin ce fac și când sunt folosite.
- scenario-blender-texturing-shadingscenario-labs/skillsUse when texturing, shading or look-developing in Blender: building a PBR material from a texture set, displacement, procedural materials, edge wear, dirt, grime, color variation, decals, box or triplanar mapping on meshes without UVs, stylized character skin (subsurface, pores), eyes and cornea, hand-painted stylized textures, texture painting or painting masks headless. Also when a material looks plastic, CG, waxy or blown out, color spaces are wrong, or EEVEE and Cycles disagree.Altele★ 1.1K
- blender-pbr-materialsEL4CTEO/blender-skillsPhysically based materials in Blender 5.2 - metal/roughness rules, Principled BSDF inputs, color spaces (sRGB vs Non-Color), measured albedo/F0 values, texture-set auto-wiring, ORM channel packing, DirectX vs OpenGL normals, alpha modes, displacement, view transforms (AgX, Khronos PBR Neutral), engine-ready material rules. Use when creating, fixing, or exporting materials and textures.Altele★ 439
- procedural-modelingarjun988/blender-skillsProcedural asset creation for rocks, buildings, vegetation, roads, terrain, pipes, cables, and sci-fi panels using Geometry Nodes and modifier-based workflows in Blender via MCP.Altele★ 388
- scenario-texturesscenario-labs/skillsUse when a task involves game textures or materials through the Scenario MCP: seamless or tileable textures, themed texture packs (brick, wood, stone, floors, hand-painted), PBR materials (albedo, metallic, roughness, normal) on 3D assets, retexturing a mesh, material iteration from reference images, texture upscaling that must preserve tiling, or sizing textures for game engines. Keywords: seamless texture, tileable, PBR, material, retexture, texture upscale, surface.Productivitate★ 1.1K
- geometry-nodesarjun988/blender-skillsBlender Geometry Nodes for procedural modeling, scatter systems, vegetation, buildings, pipes, cables, and reusable node groups. Use for procedural asset generation and instancing pipelines via MCP.Altele★ 388
- hard-surfacearjun988/blender-skillsAAA hard surface modeling for sci-fi, industrial, military, vehicles, weapons, robotics, and mechanical props. Use for boolean/bevel workflows, panel lines, greebles, chamfers, and manufacturing-accurate surfaces in Blender via MCP.Altele★ 388
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