3D Metal Material
MengTo/Skills
Build hyperrealistic PBR metal in Three.js: steel, brass, gold, copper and iron as true conductors (metalness 1, measured F0 tint, no albedo) with roughness-varied finishes (polished, brushed…
Tune PBR metallic / roughness on URDF visual meshes without re-exporting DAE — author an inline <materialoverride element inside any <visual, and let the engine's URDF→USD pipeline patch the…
$ npx skills add AgibotTech/genie_sim --skill material-override -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install AgibotTech/genie_sim material-override --agent claude-codeProject scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).
$ git clone --depth 1 https://github.com/AgibotTech/genie_sim.git skills-src && mkdir -p .claude/skills && cp -r skills-src/source/geniesim_ros/skills/material-override .claude/skills/material-override && rm -rf skills-srcUse ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.
Claude Code skills documentation · loads skills from .claude/skills/
Install the "material-override" agent skill from https://github.com/AgibotTech/genie_sim/tree/main/source/geniesim_ros/skills/material-override into .claude/skills/material-override/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "material-override", then confirm the skill loads.Claude Code copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$skill-installer install https://github.com/AgibotTech/genie_sim/tree/main/source/geniesim_ros/skills/material-overrideType this inside Codex. $skill-installer <name> installs a curated skill from openai/skills. The installer writes to $CODEX_HOME/skills (default ~/.codex/skills). Restart Codex if the skill does not show up.
$ npx skills add AgibotTech/genie_sim --skill material-override -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install AgibotTech/genie_sim material-override --agent codexProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/AgibotTech/genie_sim.git skills-src && mkdir -p .agents/skills && cp -r skills-src/source/geniesim_ros/skills/material-override .agents/skills/material-override && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "material-override" agent skill from https://github.com/AgibotTech/genie_sim/tree/main/source/geniesim_ros/skills/material-override into .agents/skills/material-override/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "material-override", then confirm the skill loads.Codex copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add AgibotTech/genie_sim --skill material-override -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install AgibotTech/genie_sim material-override --agent cursorProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/AgibotTech/genie_sim.git skills-src && mkdir -p .cursor/skills && cp -r skills-src/source/geniesim_ros/skills/material-override .cursor/skills/material-override && rm -rf skills-srcUse ~/.cursor/skills/ instead of .cursor/skills for a personal install.
Cursor skills documentation · loads skills from .cursor/skills/, .agents/skills/, .claude/skills/, .codex/skills/
Install the "material-override" agent skill from https://github.com/AgibotTech/genie_sim/tree/main/source/geniesim_ros/skills/material-override into .cursor/skills/material-override/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "material-override", then confirm the skill loads.Cursor copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gemini skills install https://github.com/AgibotTech/genie_sim.git --path source/geniesim_ros/skills/material-override--scope user (default) or --scope workspace; --path is the subfolder of the repo that holds the skill; --consent skips the security confirmation prompt.
$ npx skills add AgibotTech/genie_sim --skill material-override -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install AgibotTech/genie_sim material-override --agent gemini-cliProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/AgibotTech/genie_sim.git skills-src && mkdir -p .gemini/skills && cp -r skills-src/source/geniesim_ros/skills/material-override .gemini/skills/material-override && rm -rf skills-srcUse ~/.gemini/skills/ instead of .gemini/skills for a personal install, then run /skills reload.
Gemini CLI skills documentation · loads skills from .gemini/skills/, .agents/skills/
Install the "material-override" agent skill from https://github.com/AgibotTech/genie_sim/tree/main/source/geniesim_ros/skills/material-override into .gemini/skills/material-override/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "material-override", then confirm the skill loads.Gemini CLI copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gh skill install AgibotTech/genie_sim material-overrideInstalls for Copilot at project scope by default; add --scope user for a personal install. Preview a skill first with gh skill preview. Needs GitHub CLI 2.90.0 or later (public preview).
$ npx skills add AgibotTech/genie_sim --skill material-override -a github-copilotProject install goes to .agents/skills/; add -g for ~/.copilot/skills/.
$ git clone --depth 1 https://github.com/AgibotTech/genie_sim.git skills-src && mkdir -p .github/skills && cp -r skills-src/source/geniesim_ros/skills/material-override .github/skills/material-override && rm -rf skills-srcUse ~/.copilot/skills/ instead of .github/skills for a personal install. Commit .github/skills so cloud agent and code review can use it.
GitHub Copilot skills documentation · loads skills from .github/skills/, .claude/skills/, .agents/skills/
Install the "material-override" agent skill from https://github.com/AgibotTech/genie_sim/tree/main/source/geniesim_ros/skills/material-override into .github/skills/material-override/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "material-override", then confirm the skill loads.GitHub Copilot copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add AgibotTech/genie_sim --skill material-override -a opencodeOpenCode documents no install command of its own. Project install goes to .agents/skills/; add -g for ~/.config/opencode/skills/.
$ gh skill install AgibotTech/genie_sim material-override --agent opencodeProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/AgibotTech/genie_sim.git skills-src && mkdir -p .opencode/skills && cp -r skills-src/source/geniesim_ros/skills/material-override .opencode/skills/material-override && rm -rf skills-srcUse ~/.config/opencode/skills/ instead of .opencode/skills for a personal install.
OpenCode skills documentation · loads skills from .opencode/skills/, .claude/skills/, .agents/skills/
Install the "material-override" agent skill from https://github.com/AgibotTech/genie_sim/tree/main/source/geniesim_ros/skills/material-override into .opencode/skills/material-override/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "material-override", then confirm the skill loads.OpenCode copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
material-overrideTune PBR metallic / roughness on URDF visual meshes without re-exporting DAE — author an inline <materialoverride element inside any <visual, and let the engine's URDF→USD pipeline patch the…
Material Override is an agent skill from AgibotTech/genie_sim. Tune PBR metallic / roughness on URDF visual meshes without re-exporting DAE — author an inline <materialoverride element inside any <visual, and let the engine's URDF→USD pipeline patch the converter's defaults post-conversion. Useful for sim-to-real visual fidelity (DAE materials round-trip poorly; Isaac Sim's importer lands every embedded material at roughness=0.5, metallic=0.0 by default). Trigger: When the user asks to "tune material", "change roughness / metallic", "make the gripper shinier", "fix dull…
Its SKILL.md is about 1.6k tokens, which your agent loads only when the skill is triggered. It is a single SKILL.md file with no bundled scripts.
The repository describes itself as: Simulation Platform from AgiBot. The licence is MPL-2.0.
6 steps, taken from the step headings in SKILL.md.
Read from SKILL.md and the folder at commit 6ca11c7. It shows what the files ask for, not the result of running them.
Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.
From allowed-tools in the SKILL.md frontmatter.
No scripts in the folder and no shell commands in SKILL.md (its code samples are bash and xml).
From the folder's file list and the shell code blocks in SKILL.md.
No URLs in SKILL.md.
From URLs in SKILL.md, links to its own repository left out.
Names no API keys, tokens, secrets or passwords.
From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.
Material Override loads about 1.6k tokens when it runs. Until then it costs about 162 tokens; SKILL.md has 499 words of instructions outside code blocks.
Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.
The automated check found no risky patterns in SKILL.md.
Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); files beside SKILL.md are not scanned.
The full file from AgibotTech/genie_sim at commit 6ca11c7, republished under its MPL-2.0 licence (© AgibotTech). 499 words, ~1,634 tokens.
.claude/skills/material-override/SKILL.md (or your agent's skills folder).add-robot skill) wants the meshes to
look right without round-tripping DAE materials.Do not use for:
<material_override> element.<visual>, not on the link. The override
auto-scopes to exactly the mesh it sits under. A link with N
<visual> elements just gets N independent overrides.urdfdom / RSP / MoveIt / Isaac's converter all ignore it.
assemble_robot.py strips the element from the URDF it feeds the
converter, then re-applies the values to the converted USD via
_parse_material_override_blocks / _apply_material_overrides.roughness and metallic are exposed. Other UsdPreviewSurface
inputs (specular, opacity, IOR) are not on the contract.<visual>
<origin xyz="0 0 0" rpy="0 0 0"/>
<geometry>
<mesh filename="package://.../base_link.dae"/>
</geometry>
<material_override>
<roughness>0.45</roughness>
<metallic>0.85</metallic>
</material_override>
</visual>Either child is optional — author only what you need. Default for an absent child is "leave as the converter wrote it" (typically 0.5 / 0.0 for DAE imports).
| Look | roughness | metallic | Notes |
|---|---|---|---|
| Brushed steel | 0.40 | 0.95 | Most arm shells |
| Anodised aluminium | 0.55 | 0.30 | UR-style structural |
| Polished chrome | 0.05 | 1.00 | Decorative trims, mirror parts |
| Matte plastic | 0.70 | 0.00 | Cable guards, end-stops |
| Rubber pads | 0.85 | 0.00 | Soft contact surfaces |
| Anodised gold (gripper bushings) | 0.30 | 0.90 | Highlights |
These are starting points; A/B against a photograph of the real robot if you have one.
# Locate the URDF / xacro under genie_sim_robot_model
grep -nR "<visual>" source/geniesim_ros/src/ros_ws/src/genie_sim_robot_model/robots/ | headOpen the xacro, drop <material_override> into the <visual>
block. Existing reference: aloha arm xacro carries an override on
every visual:
<visual>
<origin xyz="0 0 0" rpy="0 0 0" />
<geometry>
<mesh filename="${mesh_dir}/base_link.dae" />
</geometry>
<material_override><roughness>0.45</roughness><metallic>0.85</metallic></material_override>
</visual>geniesim ros build dev && source devel/setup.bashThe robot USD is cache-gated by manifest.json. Bust the cache:
rm -rf assets/scenes/<scene>/
# OR pass at launch:
ros2 launch genie_sim_bringup app.launch.py … always_regenerate_robot_usd:=trueros2 launch genie_sim_bringup app.launch.py \
scene:=<scene> \
launcher_config:=launcher_ovrtx_isaac_physx \
headless:=false # local workstation with a screen; flip to true on a remote/headless hostIn the OVRtx viewport, compare against the unmodified baseline. Iterate values, rebuild, re-launch.
grep -n "roughness\|metallic" assets/scenes/<scene>/robot/robot.usda | headYou should see the patched values on the relevant material prims.
assemble_robot.py walks each <visual> in author order; if a
visual has multiple meshes (rare in our robots), the override
applies to every embedded material of that visual.<material> block — material_override is patch-only._parse_material_override_blocks / _apply_material_overridesadd-robot, launch-scene© AgibotTech, MPL-2.0. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file
Just SKILL.md in source/geniesim_ros/skills/material-override of AgibotTech/genie_sim.
Open the folder on GitHubat commit 6ca11c7
Material Override next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.
| Skill | Stars | Used in | Tokens | Auto-check | Licence | Repo updated |
|---|---|---|---|---|---|---|
| Material Override this skillAgibotTech/genie_sim | 1.4k | — | ~1.6k | Automated safety check: Pass | MPL-2.0 | |
| 3D Metal MaterialMengTo/Skills | 6.7k | — | ~2.6k | Automated safety check: Pass | MIT | |
| LLM Fine Tuningsickn33/agentic-awesome-skills | 47k | 1 repos | ~2.3k | Automated safety check: Pass | MIT | |
| Metal Kernelpytorch/pytorch | 104k | — | ~4.9k | Automated safety check: Pass | Custom licence | |
| Agent Mesh Coordinatorruvnet/ruflo | 74k | 3 repos | ~3.2k | Automated safety check: Pass | MIT | |
| Fine Tuning With TrlOrchestra-Research/AI-Research-SKILLs | 13k | 7 repos | ~2.9k | Automated safety check: Pass | MIT |
MengTo/Skills
Build hyperrealistic PBR metal in Three.js: steel, brass, gold, copper and iron as true conductors (metalness 1, measured F0 tint, no albedo) with roughness-varied finishes (polished, brushed…
sickn33/agentic-awesome-skills
Set up infrastructure for fine-tuning LLMs with QLoRA, LoRA, and full fine-tuning using Hugging Face TRL, Axolotl, and distributed training with DeepSpeed or FSDP.
pytorch/pytorch
Write Metal/MPS kernels for PyTorch operators. An agent skill from pytorch/pytorch.
ruvnet/ruflo
Agent skill for mesh-coordinator - invoke with $agent-mesh-coordinator
Orchestra-Research/AI-Research-SKILLs
Fine-tune LLMs using reinforcement learning with TRL - SFT for instruction tuning, DPO for preference alignment, PPO/GRPO for reward optimization, and reward model training.
google/skills
Agent Platform Model Tuning. An agent skill from google/skills.
AgibotTech/genie_sim
Provision and launch the Simulation Challenge baseline inference model end to end: clone the inference code from a given git repo/branch, download the checkpoints from ModelScope into the repo's…
AgibotTech/genie_sim
Download the Simulation Challenge LeRobot v2.1 training datasets from ModelScope using ./scripts/downloaddataset.sh.
AgibotTech/genie_sim
Bring a custom robot into the Genie Sim RT Engine — author / fix a xacro / URDF in geniesimrobotmodel, prep meshes with the offline tools (normalizeobjnames.py, diagnoseurdf.py, recomputeinertia.py…
AgibotTech/genie_sim
Build the geniesimros colcon workspace inside the Genie Sim Docker container using the geniesim ros build CLI verb.
AgibotTech/genie_sim
Reference for the Simulation Challenge inference wire protocol — the exact obs (input) and action (output) message format exchanged between the gateway/genie-sim simulator and the contestant's…
AgibotTech/genie_sim
A skill your agent uses when the contestant needs to obtain or refresh their Simulation Challenge JWT (CHALLENGETOKEN), or wants to inspect the current logged-in user.
Tune PBR metallic / roughness on URDF visual meshes without re-exporting DAE — author an inline <materialoverride element inside any <visual, and let the engine's URDF→USD pipeline patch the…. Material Override is an agent skill from AgibotTech/genie_sim. Tune PBR metallic / roughness on URDF visual meshes without re-exporting DAE — author an inline <materialoverride element inside any <visual, and let the engine's URDF→USD pipeline patch the converter's defaults post-conversion.
Material Override fits situations like: asks to tune material; change roughness / metallic; make the gripper shinier; override material.
Run `npx skills add AgibotTech/genie_sim --skill material-override -a claude-code`. Or copy the skill folder (source/geniesim_ros/skills/material-override in AgibotTech/genie_sim) into .claude/skills/material-override in your project. Claude Code loads it when a task matches its description.
Run `npx skills add AgibotTech/genie_sim --skill material-override -a codex`. Or copy the skill folder (source/geniesim_ros/skills/material-override in AgibotTech/genie_sim) into .agents/skills/material-override in your project. Codex loads it when a task matches its description.
Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add AgibotTech/genie_sim --skill material-override -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/material-override, .gemini/skills/material-override, .github/skills/material-override and .opencode/skills/material-override in your project.
SKILL.md names no scripts, command-line tools or credentials: Material Override is instructions for the agent only.
SKILL.md contains no URLs. Any network use would come from the scripts or tools the agent runs. This is read from the text; nothing was executed.
Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. Review the folder before installing.
Material Override is published under the MPL-2.0 licence (declared in SKILL.md). It allows redistribution, so the full SKILL.md is shown on this page.
About 1.6k tokens (SKILL.md is roughly 6.5k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full.
Skills that share tags, products or a category with Material Override: 3D Metal Material (MengTo/Skills, 6.7k stars), LLM Fine Tuning (sickn33/agentic-awesome-skills, 47k stars), Metal Kernel (pytorch/pytorch, 104k stars) and Agent Mesh Coordinator (ruvnet/ruflo, 74k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.
AgibotTech (a GitHub organization) maintains it in AgibotTech/genie_sim, which has 1,414 GitHub stars. The repository holds 26 skills in this directory. The repository was last updated on September 7, 2026.
Source: AgibotTech/genie_sim on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.