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materials

面向 Blender 的材质与着色技能:建立可复用的母材质库与实例变体,给出金属、木材、混凝土、织物、玻璃等 PBR 参数范围,提供磨损、边缘磨损、积尘、锈蚀等程序化节点模式,规定材质命名与数量预算,并通过 MCP 在场景中创建、分配与校验材质。

arjun988
热度 0.00
最近更新 2026-10-18 16:24:00
分类:创作依赖:MCP 服务应用场景:品牌素材 / 模板 / 工作流

安装技能

复制下面的话术发给你的 Agent,它会通过 secure-skills 检索并安装该技能。

执行命令安装此 skill: npx secure-skills-cli add arjun988/blender-skills/materials
Metadata
name
materials
description
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.
license
MIT
metadata
{"author":"https://github.com/arjun988","version":"1.0.0","domain":"blender","role":"specialist","triggers":"material, shader, PBR, procedural, metal, wood, fabric, glass, rust, moss, Principled BSDF","related-skills":"texture-workflow, uv-workflow, lighting, rendering"}

Materials

Production shading with material reuse. PBR-accurate or intentionally stylized. Minimal unique materials.

When to Use

  • Look development after UVs
  • Procedural material creation
  • Master material library setup
  • Material variation from shared masters
  • Engine export material preparation

Workflow

Master Materials → Instance Variations → Object Assignment
    → Vertex Color/Mask Setup → Validation → Export Prep

Master Material Library

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.

PBR Value Ranges

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

Procedural Material Patterns

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

Material Count Budget

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

Vertex Color Usage

  • RGB: variation masks (wear, moss, color variation)
  • R: wear amount, G: dirt, B: wetness
  • Document channel usage in material notes

Stylized Materials

See stylized-style skill. Key differences:

  • Flatten roughness range
  • Hand-painted base color priority
  • Rim light via Fresnel mix
  • NPR toon shaders if project requires

MCP Integration

  1. Create material slots via MCP
  2. Assign materials to objects via MCP
  3. Set principled BSDF parameters via MCP
  4. Query material count per scene
  5. Verify material names follow convention

Constraints

MUST DO

  • Reuse master materials; instance variations
  • Name materials MAT_[Surface]_[Descriptor]
  • Match PBR values to style skill direction
  • Limit material count per asset budget
  • Test materials in target lighting setup

MUST NOT DO

  • Unique material per object (unless hero)
  • PBR values outside physically plausible range (realistic style)
  • Skip vertex color masks for variation
  • Leave default material names
  • Finalize materials before UVs complete

Reference Guide

Topic Reference Load When
Surface recipes references/surface-recipes.md Specific materials
Procedural nodes references/procedural-patterns.md Wear, dirt, variation