Agent skill

Material Override

by AgibotTech in 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…

MPL-2.0Auto-check passed

Install Material Override

skills CLI
$ npx skills add AgibotTech/genie_sim --skill material-override -a claude-code

Project install by default; add -g for ~/.claude/skills/.

GitHub CLI
$ gh skill install AgibotTech/genie_sim material-override --agent claude-code

Project scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).

Manual copy
$ 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-src

Use ~/.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/

Facts

Skill name
material-override
GitHub stars
1.4k
Token cost
~1.6k tokens
SKILL.md length
499 words
Files
1
Skills in repo
26
Repo updated
First seen
Licence
MPL-2.0

At a glance

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…

  • Works in 6 steps: Find the visual you want to tune → Add the override → Rebuild the workspace → …
  • Asks to tune material
  • SKILL.md covers When to Use, Critical Patterns, Schema and PBR cheat-sheet, plus 3 more sections
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md

What it does

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.

When your agent uses it

  • Asks to tune material
  • Change roughness / metallic
  • Make the gripper shinier
  • Override material

Example prompts

  • “s URDF→USD pipeline patch the converter”
  • “tune material”
  • “change roughness / metallic”
  • “/material-override”

Workflow steps

6 steps, taken from the step headings in SKILL.md.

  1. Find the visual you want to tune
  2. Add the override
  3. Rebuild the workspace
  4. Force a USD regenerate
  5. Launch and inspect
  6. Verify the converted USD

What it can do on your machine

Read from SKILL.md and the folder at commit 6ca11c7. It shows what the files ask for, not the result of running them.

  • Tool permissions

    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.

  • Runs code

    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.

  • Network

    No URLs in SKILL.md.

    From URLs in SKILL.md, links to its own repository left out.

  • Credentials

    Names no API keys, tokens, secrets or passwords.

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

Context cost

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.

Always · name and description, kept in context so the agent knows when to use it
~162
When it runs · the whole SKILL.md, loaded when a task matches
~1.6k

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.

Safety

Auto-check passed

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.

SKILL.md

The full file from AgibotTech/genie_sim at commit 6ca11c7, republished under its MPL-2.0 licence (© AgibotTech). 499 words, ~1,634 tokens.

Download SKILL.mdSave it as .claude/skills/material-override/SKILL.md (or your agent's skills folder).
name
material-override
description
Tune PBR metallic / roughness on URDF visual meshes without re-exporting DAE — author an inline `<material_override>` 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 PBR", "override material", "PBR override", or any time the simulator looks washed out after a URDF→USD import.
license
MPL-2.0
metadata.author
genie-sim
metadata.version
1.0
prerequisites
geniesim_ros:build-workspace

When to Use

  • Robot or asset visual meshes import with washed-out / flat shading after the URDF→USD converter runs.
  • User wants to A/B PBR values without re-exporting DAE meshes from Blender / Maya.
  • Polishing a robot for sim-to-real visual transfer.
  • Author of a new URDF (see add-robot skill) wants the meshes to look right without round-tripping DAE materials.

Do not use for:

  • Replacing albedo / textures → must be done in the DAE export.
  • Per-prim material at runtime → that's a runtime USD edit, not the <material_override> element.
  • Adding a brand-new material — only patches metallic / roughness on the embedded one.

Critical Patterns

  1. Author inside <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.
  2. 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.
  3. Only roughness and metallic are exposed. Other UsdPreviewSurface inputs (specular, opacity, IOR) are not on the contract.
  4. Range 0..1. Outside that range the importer warns and clamps.
  5. No attributes needed. Scoping is positional. Don't try to target a sibling visual by name — author one override per visual.

Schema

xml
<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).

PBR cheat-sheet

LookroughnessmetallicNotes
Brushed steel0.400.95Most arm shells
Anodised aluminium0.550.30UR-style structural
Polished chrome0.051.00Decorative trims, mirror parts
Matte plastic0.700.00Cable guards, end-stops
Rubber pads0.850.00Soft contact surfaces
Anodised gold (gripper bushings)0.300.90Highlights

These are starting points; A/B against a photograph of the real robot if you have one.

Show full SKILL.md (200 more words)Show less

Workflow

Step 1 — Find the visual you want to tune
bash
# Locate the URDF / xacro under genie_sim_robot_model
grep -nR "<visual>" source/geniesim_ros/src/ros_ws/src/genie_sim_robot_model/robots/ | head
Step 2 — Add the override

Open the xacro, drop <material_override> into the <visual> block. Existing reference: aloha arm xacro carries an override on every visual:

xml
<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>
Step 3 — Rebuild the workspace
bash
geniesim ros build dev && source devel/setup.bash
Step 4 — Force a USD regenerate

The robot USD is cache-gated by manifest.json. Bust the cache:

bash
rm -rf assets/scenes/<scene>/
# OR pass at launch:
ros2 launch genie_sim_bringup app.launch.py … always_regenerate_robot_usd:=true
Step 5 — Launch and inspect
bash
ros2 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 host

In the OVRtx viewport, compare against the unmodified baseline. Iterate values, rebuild, re-launch.

Step 6 — Verify the converted USD
bash
grep -n "roughness\|metallic" assets/scenes/<scene>/robot/robot.usda | head

You should see the patched values on the relevant material prims.

Notes

  • 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.
  • The override is stripped from the URDF before it reaches the converter, so MoveIt / RSP / urdfdom never see it. They'll happily consume the same xacro.
  • For brand-new materials (no DAE-embedded source), prefer authoring a real <material> block — material_override is patch-only.
  • Material is rendered by OVRtx + Isaac Sim. The Newton GL viewer uses simple shading and won't reflect roughness / metallic — use OVRtx for visual QA.

Resources

© 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

Files

Just SKILL.md in source/geniesim_ros/skills/material-override of AgibotTech/genie_sim.

Open the folder on GitHubat commit 6ca11c7

Compare with similar skills

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.

Material Override compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Material Override this skillAgibotTech/genie_sim1.4k—~1.6kAutomated safety check: PassMPL-2.0
3D Metal MaterialMengTo/Skills6.7k—~2.6kAutomated safety check: PassMIT
LLM Fine Tuningsickn33/agentic-awesome-skills47k1 repos~2.3kAutomated safety check: PassMIT
Metal Kernelpytorch/pytorch104k—~4.9kAutomated safety check: PassCustom licence
Agent Mesh Coordinatorruvnet/ruflo74k3 repos~3.2kAutomated safety check: PassMIT
Fine Tuning With TrlOrchestra-Research/AI-Research-SKILLs13k7 repos~2.9kAutomated safety check: PassMIT

Similar skills

  • 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…

    6.7k GitHub stars~2.6k tokensUpdated yesterday
    Game DevelopmentAuto-check passed
  • LLM Fine Tuning

    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.

    47k GitHub starsUsed in 1 repo~2.3k tokens
    AI & LLM EngineeringAuto-check passed
  • Metal Kernel

    pytorch/pytorch

    Write Metal/MPS kernels for PyTorch operators. An agent skill from pytorch/pytorch.

    104k GitHub stars~4.9k tokensUpdated today
    AI & LLM EngineeringAuto-check passed
  • Agent skill for mesh-coordinator - invoke with $agent-mesh-coordinator

    74k GitHub starsUsed in 3 repos~3.2k tokens
    Agent WorkflowsAuto-check passed
  • Fine Tuning With Trl

    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.

    13k GitHub starsUsed in 7 repos~2.9k tokens
    AI & LLM EngineeringAuto-check passed
  • Official

    Agent Platform Model Tuning. An agent skill from google/skills.

    21k GitHub stars~9.6k tokensUpdated today
    AI & LLM EngineeringAuto-check passed

More from AgibotTech/genie_sim

All 26 skills in this repo
  • Challenge Baseline Model

    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…

    1.4k GitHub stars~2.4k tokensUpdated 1 mo ago
    Auto-check passed
  • Challenge Download Datasets

    AgibotTech/genie_sim

    Download the Simulation Challenge LeRobot v2.1 training datasets from ModelScope using ./scripts/downloaddataset.sh.

    1.4k GitHub stars~960 tokensUpdated 1 mo ago
    Auto-check passed
  • Add Robot

    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…

    1.4k GitHub stars~2.1k tokensUpdated 1 mo ago
    Auto-check passed
  • Build Workspace

    AgibotTech/genie_sim

    Build the geniesimros colcon workspace inside the Genie Sim Docker container using the geniesim ros build CLI verb.

    1.4k GitHub stars~1.2k tokensUpdated 1 mo ago
    Auto-check passed
  • Challenge Inference Protocol

    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…

    1.4k GitHub stars~1.7k tokensUpdated 1 mo ago
    Auto-check passed
  • Challenge Login

    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.

    1.4k GitHub stars~1.6k tokensUpdated 1 mo ago
    Auto-check passed

Questions about Material Override

What does Material Override do?

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.

When should I use Material Override?

Material Override fits situations like: asks to tune material; change roughness / metallic; make the gripper shinier; override material.

How do I install Material Override in Claude Code?

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.

How do I install Material Override in Codex?

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.

Can I use Material Override in Cursor, Gemini CLI or GitHub Copilot?

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.

What does Material Override need to run?

SKILL.md names no scripts, command-line tools or credentials: Material Override is instructions for the agent only.

Does Material Override access the network?

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.

Is Material Override safe to install?

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.

What licence does Material Override use?

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.

How many tokens does Material Override use?

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.

What are the alternatives to Material Override?

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.

Who maintains Material Override?

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.