Agent skill

Materials

by arjun988 in arjun988/blender-skills

Blender PBR and stylized material creation for metal, wood, concrete, fabric, glass, dirt, rust, and procedural shaders.

MITAuto-check passedGame Development

Install Materials

skills CLI
$ npx skills add arjun988/blender-skills --skill materials -a claude-code

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

GitHub CLI
$ gh skill install arjun988/blender-skills materials --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/arjun988/blender-skills.git skills-src && mkdir -p .claude/skills && cp -r skills-src/.claude/skills/materials .claude/skills/materials && 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
materials
GitHub stars
271
Token cost
~955 tokens
SKILL.md length
359 words
Files
3 (incl. references)
Skills in repo
38
Repo updated
First seen
Licence
MIT

At a glance

Blender PBR and stylized material creation for metal, wood, concrete, fabric, glass, dirt, rust, and procedural shaders.

  • Works in 5 steps: Create material slots via MCP → Assign materials to objects via MCP → Set principled BSDF parameters via MCP → …
  • Look development
  • SKILL.md covers When to Use, Workflow, Master Material Library and PBR Value Ranges, plus 7 more sections
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md

What it does

Materials is an agent skill from arjun988/blender-skills. 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.

Its SKILL.md is about 960 tokens, which your agent loads only when the skill is triggered. The skill folder holds 3 other files, including reference files (for example `references/procedural-patterns.md` and `references/surface-recipes.md`).

It sits in Game Development, covering Shaders and MCP servers. It works with Blender, Rust and Model Context Protocol. The repository describes itself as: 94 specialist Blender skills for Cursor, Claude Code, Kiro & Codex - MCP-powered production pipeline from blockout to engine export. The licence is MIT.

When your agent uses it

  • Look development
  • Production shading in Blender via MCP

Example prompts

  • “/materials”

Workflow steps

5 steps, taken from the first numbered list in SKILL.md.

  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

What it can do on your machine

Read from SKILL.md and the folder at commit 8f778d2. 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.

    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

Materials loads about 955 tokens when it runs, and up to ~1.4k if it reads all its reference files. Until then it costs about 54 tokens; SKILL.md has 359 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~54
When it runs · the whole SKILL.md, loaded when a task matches
~955
With references · SKILL.md plus every file in references/, read only if the agent opens them
~1.4k

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 arjun988/blender-skills at commit 8f778d2, republished under its MIT licence (© arjun988). 359 words, ~955 tokens.

Download SKILL.mdSave it as .claude/skills/materials/SKILL.md (or your agent's skills folder). This skill also uses 2 other files; get the full folder from GitHub.
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
metadata.version
1.0.0
metadata.domain
blender
metadata.role
specialist
metadata.triggers
material, shader, PBR, procedural, metal, wood, fabric, glass, rust, moss, Principled BSDF
metadata.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:

MasterBase Setup
MAT_Metal_BasePrincipled: Metallic 1, adjustable Roughness
MAT_Plastic_BasePrincipled: Metallic 0, Specular 0.5
MAT_Fabric_BasePrincipled + Sheen
MAT_Glass_BasePrincipled: Transmission 1, IOR 1.45
MAT_Emissive_BasePrincipled: Emission strength variable
MAT_Organic_BaseSubsurface scattering enabled

Instance variations: duplicate master, adjust parameters only.

PBR Value Ranges

MaterialMetallicRoughnessNotes
Polished metal1.00.1–0.3
Brushed metal1.00.4–0.6Anisotropic if available
Painted metal0.00.3–0.5Base color = paint
Plastic0.00.3–0.6
Rubber0.00.7–0.9
Concrete0.00.8–0.95
Wood (raw)0.00.5–0.7
Glass0.00.0Transmission 1
Skin0.00.4–0.6Subsurface 0.1–0.3
Fabric0.00.7–0.9Sheen

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 TypeMax Materials
Hero prop3–5
Standard prop1–2
Modular piece1 (atlas)
Character3–8 (body, cloth, eyes, hair)
Environment module1–2

Vertex Color Usage

  • RGB: variation masks (wear, moss, color variation)
  • R: wear amount, G: dirt, B: wetness
  • Document channel usage in material notes
Show full SKILL.md (138 more words)Show less

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

TopicReferenceLoad When
Surface recipesreferences/surface-recipes.mdSpecific materials
Procedural nodesreferences/procedural-patterns.mdWear, dirt, variation

© arjun988, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file

Files

SKILL.md and 2 other files (references) in .claude/skills/materials of arjun988/blender-skills.

  • SKILL.md
  • references/procedural-patterns.md
  • references/surface-recipes.md

Open the folder on GitHubat commit 8f778d2

Compare with similar skills

Materials 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.

Materials compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Materials this skillarjun988/blender-skills271—~955Automated safety check: PassMIT
UMG MCP Authoringwinyunq/UnrealMotionGraphicsMCP207—~2.6kAutomated safety check: PassMIT
Scenario Orbit Viewsscenario-labs/skills898—~2.3kAutomated safety check: PassMIT
Lean Ctx Reviewyvgude/lean-ctx3.9k—~1.6kAutomated safety check: PassApache-2.0
Foremergenaw103/foremerge536—~2.4kAutomated safety check: PassApache-2.0
Linux Desktop Controlagent-sh/computer-use-linux661—~2.7kAutomated safety check: PassMIT

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Questions about Materials

What does Materials do?

Blender PBR and stylized material creation for metal, wood, concrete, fabric, glass, dirt, rust, and procedural shaders. Materials is an agent skill from arjun988/blender-skills. Blender PBR and stylized material creation for metal, wood, concrete, fabric, glass, dirt, rust, and procedural shaders.

When should I use Materials?

Materials fits situations like: look development; production shading in Blender via MCP.

How do I install Materials in Claude Code?

Run `npx skills add arjun988/blender-skills --skill materials -a claude-code`. Or copy the skill folder (.claude/skills/materials in arjun988/blender-skills) into .claude/skills/materials in your project. Claude Code loads it when a task matches its description.

How do I install Materials in Codex?

Run `npx skills add arjun988/blender-skills --skill materials -a codex`. Or copy the skill folder (.claude/skills/materials in arjun988/blender-skills) into .agents/skills/materials in your project. Codex loads it when a task matches its description.

Can I use Materials 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 arjun988/blender-skills --skill materials -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/materials, .gemini/skills/materials, .github/skills/materials and .opencode/skills/materials in your project.

What does Materials need to run?

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

Does Materials 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 Materials 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 Materials use?

Materials is published under the MIT licence (declared in SKILL.md). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Materials use?

About 955 tokens (SKILL.md is roughly 3.8k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full. Its references folder adds about 413 tokens, read only when the agent opens those files.

What are the alternatives to Materials?

Skills that share tags, products or a category with Materials: UMG MCP Authoring (winyunq/UnrealMotionGraphicsMCP, 207 stars), Scenario Orbit Views (scenario-labs/skills, 898 stars), Lean Ctx Review (yvgude/lean-ctx, 3.9k stars) and Foremerge (naw103/foremerge, 536 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Materials?

arjun988 (a GitHub user) maintains it in arjun988/blender-skills, which has 271 GitHub stars. The repository holds 38 skills in this directory. The repository was last updated on July 10, 2026.

Source: arjun988/blender-skills on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.