其他

blender-materials

roble3/cc-blender-skill

Create and assign PBR materials in Blender via Principled BSDF — metals, glass, plastic, fabric, skin, organics. Covers physically-based material recipes with real-world values, Coat layer (varnish/car paint), Sheen (cloth), Subsurface scattering (skin/wax), Transmission (glass), and procedural patterns (wood grain, marble, fabric weave). Use whenever the user asks to "make it look like X material", "give it a metallic finish", "apply a wood texture", "make this glass / plastic / brushed steel / leather / skin", or any look-development request. Make sure to use this skill even if the user does not say "material" — also covers "make it shiny", "matte finish", "looks like copper", "rough surface". Works with any geometry; pairs with blender-lighting (materials only look right under proper lighting).

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安装命令

npx skills add https://github.com/roble3/cc-blender-skill --skill blender-materials

SKILL.md

MCP backend

Use when: Any material assignment, PBR setup, shader work, or look-dev request in Blender. Before the first Blender call, read ../text-to-blender/references/mcp-backends.md. Prefer official MCP for shared capabilities; preserve the selected backend for the whole task. Tool names in recipes are client/legacy examples: map them through that reference and its agent-host guide.

Blender Materials

Apply physically-based materials to objects. Use only Principled BSDF — it's the only shader that exports cleanly to glTF and matches what other DCC tools expect.

The metallic switch — never an in-between

The single most-important rule: Metallic is a switch, not a slider. Set it to 0.0 (dielectric: plastic, wood, glass, skin) or 1.0 (metal: steel, gold, copper). Values between 0.2 and 0.8 are almost always wrong; they produce energy-non-conservative renders that look "plasticky."

Exception: dark mirror lenses (sunglasses) use ~0.8 to combine strong reflection with slight tint — that's a stylistic choice, not strict PBR.

Decision tree