OverviewHistoryStatsSecurity
npx skills add ...
Documentation
SKILL.md
npx skills add arjun988/blender-skills --skill materials
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.
npx skills add arjun988/blender-skills --skill materials
Production shading with material reuse. PBR-accurate or intentionally stylized. Minimal unique materials.
Create reusable masters in MAT_ prefix:
| Master | Base Setup |
|---|---|
| MAT_Metal_Base | Principled: Metallic 1, adjustable Roughness |
| MAT_Plastic_Base | Principled: Metallic 0, Specular 0.5 |
| MAT_Fabric_Base | Principled + Sheen |
| MAT_Glass_Base | Principled: Transmission 1, IOR 1.45 |
| MAT_Emissive_Base | Principled: Emission strength variable |
| MAT_Organic_Base | Subsurface scattering enabled |
Instance variations: duplicate master, adjust parameters only.
| Material | Metallic | Roughness | Notes |
|---|---|---|---|
| Polished metal | 1.0 | 0.1–0.3 | |
| Brushed metal | 1.0 | 0.4–0.6 | Anisotropic if available |
| Painted metal | 0.0 | 0.3–0.5 | Base color = paint |
| Plastic | 0.0 | 0.3–0.6 | |
| Rubber | 0.0 | 0.7–0.9 | |
| Concrete | 0.0 | 0.8–0.95 | |
| Wood (raw) | 0.0 | 0.5–0.7 | |
| Glass | 0.0 | 0.0 | Transmission 1 |
| Skin | 0.0 | 0.4–0.6 | Subsurface 0.1–0.3 |
| Fabric | 0.0 | 0.7–0.9 | Sheen |
Wear mask: Noise → ColorRamp → Lerp between clean/worn Edge wear: Bevel node → Pointiness or Ambient Occlusion Dirt accumulation: AO inverted → multiply with dirt color Rust: Noise mask on metal → orange/brown color override
| Asset Type | Max Materials |
|---|---|
| Hero prop | 3–5 |
| Standard prop | 1–2 |
| Modular piece | 1 (atlas) |
| Character | 3–8 (body, cloth, eyes, hair) |
| Environment module | 1–2 |
See stylized-style skill. Key differences:
MAT_[Surface]_[Descriptor]| Topic | Reference | Load When |
|---|---|---|
| Surface recipes | references/surface-recipes.md | Specific materials |
| Procedural nodes | references/procedural-patterns.md | Wear, dirt, variation |