Agent skill

Scenario Blender Texturing Shading

by scenario-labs in scenario-labs/skills

A skill your agent uses when texturing, shading or look-developing in Blender: building a PBR material from a texture set, displacement, procedural materials, edge wear, dirt, grime, color…

MITAuto-check passedGame Development

Install Scenario Blender Texturing Shading

skills CLI
$ npx skills add scenario-labs/skills --skill scenario-blender-texturing-shading -a claude-code

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

GitHub CLI
$ gh skill install scenario-labs/skills scenario-blender-texturing-shading --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/scenario-labs/skills.git skills-src && mkdir -p .claude/skills && cp -r skills-src/skills/dcc/blender/scenario-blender-texturing-shading .claude/skills/scenario-blender-texturing-shading && 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
scenario-blender-texturing-shading
GitHub stars
946
Token cost
~3.9k tokens
SKILL.md length
1,654 words
Files
6 (incl. scripts, references)
Skills in repo
146
Repo updated
First seen
Licence
MIT

At a glance

A skill your agent uses when texturing, shading or look-developing in Blender: building a PBR material from a texture set, displacement, procedural materials, edge wear, dirt, grime, color…

  • Works in 8 steps: Base per part. Prefixed materials,… → Base material. Set:… → Masks. Kaspar's rule is mask frequency… → …
  • Look-developing in Blender: building a PBR material from a texture set
  • SKILL.md covers Stance (the expert delta), Establish first, Workflow and Numbers, plus 4 more sections
  • Runs Python scripts from its folder; calls npx

What it does

Scenario Blender Texturing Shading is an agent skill from scenario-labs/skills. Use when texturing, shading or look-developing in Blender: building a PBR material from a texture set, displacement, procedural materials, edge wear, dirt, grime, color variation, decals, box or triplanar mapping on meshes without UVs, stylized character skin (subsurface, pores), eyes and cornea, hand-painted stylized textures, texture painting or painting masks headless. Also when a material looks plastic, CG, waxy or blown out, color spaces are wrong, or EEVEE and Cycles disagree.

Its SKILL.md is about 3.9k tokens, which your agent loads only when the skill is triggered. The skill folder holds 7 other files, including scripts and reference files (for example `references/critique.md`, `references/expert-notes.md` and `references/procedures.md`).

It sits in Game Development, covering Game assets and audio. It works with Blender. The repository describes itself as: Get production-ready images, video, audio, and 3D from any AI agent: skills that pick the right model, price before spending, and keep characters and brands consistent through… The licence is MIT.

When your agent uses it

  • Look-developing in Blender: building a PBR material from a texture set
  • Procedural materials
  • Color variation
  • Triplanar mapping on meshes without UVs

Example prompts

  • “/scenario-blender-texturing-shading”

Requirements

  • Python 3
  • Node.js

Workflow steps

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

  1. Base per part. Prefixed materials, placeholders removed, diffuse_color set; values picked on the Diffuse Color pass (matcap made Kaspar's…
  2. Base material. Set: M.pbr_from_textures(mat, M.find_texture_set(dir), uv_map=...): color spaces by role, AO multiplied at factor 1 (Price…
  3. Masks. Kaspar's rule is mask frequency against vertex density: vertex colors for broad soft masks (and Price's environments: tiling UVs…
  4. Layers. M.add_wear(mat, edge_color=..., edge_roughness=..., edge_metallic=1) adds variation, cavity/grunge dirt and chipped edges. Blend…
  5. Character specifics. M.stylized_skin(mat, obj=body) (masks col_brighter/col_darker/col_lips/col_sss/col_rough); M.stylized_eye per eye…
  6. Stylized hand-painted light (Abbitt): lighter top, darker bottom, Multiply in crevices, Screen on extremities. Headless…
  7. Painting, where masks cannot place it. GUI: brushes are assets (Paint Hard/Soft, Airbrush, Blur, Smear, Fill, Mask); a factory 5.2 session…
  8. Lookdev check and bake. M.preview (EEVEE and Cycles, studio, backlit, roughness), M.value_report, labeled frames and node groups (Kaspar…

What it can do on your machine

Read from SKILL.md and the folder at commit f6f8ab7. 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

    Ships 1 file in scripts/ (Python), which the agent can run.

    Shell commands in SKILL.md call:

    • npx

    From the folder's file list and the shell code blocks in SKILL.md.

  • Network

    No URLs in SKILL.md. Its commands use npx, which can reach the network depending on how they are called.

    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

Scenario Blender Texturing Shading loads about 3.9k tokens when it runs, and up to ~23k if it reads all its reference files. Until then it costs about 131 tokens; SKILL.md has 1,654 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~131
When it runs · the whole SKILL.md, loaded when a task matches
~3.9k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~23k

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); the scripts in this folder are not scanned.

SKILL.md

The full file from scenario-labs/skills at commit f6f8ab7, republished under its MIT licence (© scenario-labs). 1,654 words, ~3,924 tokens.

Download SKILL.mdSave it as .claude/skills/scenario-blender-texturing-shading/SKILL.md (or your agent's skills folder). This skill also uses 5 other files; get the full folder from GitHub.
name
scenario-blender-texturing-shading
description
Use when texturing, shading or look-developing in Blender: building a PBR material from a texture set, displacement, procedural materials, edge wear, dirt, grime, color variation, decals, box or triplanar mapping on meshes without UVs, stylized character skin (subsurface, pores), eyes and cornea, hand-painted stylized textures, texture painting or painting masks headless. Also when a material looks plastic, CG, waxy or blown out, color spaces are wrong, or EEVEE and Cycles disagree.
license
MIT

Texturing and shading (Blender 5.2)

Expert shading is layered masks feeding physically plausible values: a clean base (scanned set or flat colors), then contrasty black/white masks that place color, roughness, height and subsurface, all editable in nodes. Values are judged under honest light in both engines, and baking comes last, for portability. If a sibling skill named here is missing from your available skills, ask the user to install it (npx skills add scenario-labs/skills --skill <name>); unattended, proceed from tool schemas and flag the gap.

REQUIRED BACKGROUND: scenario-blender-expert (execution channel, review loop, 5.2 API changes). Baking maps: scenario-blender-uv-baking. Lighting and final renders: scenario-blender-lighting-rendering.

Toolkit: scripts/bx_materials.py (builders, headless painting, checks; exercised by tests/code/blender-texturing-shading/). sys.path.append("<this skill>/scripts"); import bx_materials as M.

Stance (the expert delta)

  • Data maps are Non-Color, "not what looks better, what's correct" (Price). Only base color and emission are sRGB.
  • Normal map OR displacement, never both (Price, confirmed by Cycles lead Brecht): they encode the same relief. Displacement when heights will be combined or truly displaced; normal map for export and 8-bit safety.
  • Masks, not painted color. Kaspar and Price build every effect as a grayscale mask into a Mix or HSV Factor; color lives in the A/B inputs. Masks need contrast (Color Ramp stops pulled in) or they barely show. The same masks drive roughness, height and SSS.
  • Realism: scanned set plus masks; stylized: procedural (Price vs Kaspar and Ryan King). Kaspar strips photos to their pattern (blur plus grain extract) and adds grunge himself, and bakes at the end for portability (export, EEVEE load time), not for Cycles speed.
  • Micro detail in roughness, not bump, for skin and hair (Kaspar); edit roughness through HSV Value, never by unplugging the map (Price). Specular stays 0.5. Bump Distance is the real height of the map's 0..1: lower Distance, not Strength (Kaspar).
  • Judge honestly: Standard view, neutral mid-gray background, Base Color black to read roughness, a hard backlight and a light from below (Kaspar); grazing light for relief (Price); unlit for hand-painted albedo (Abbitt). EEVEE for iteration, Cycles as the truth, and they must match (Kaspar).
  • SSS follows anatomy (Kaspar): high on ears, nose, lids, lips, fingertips; low over bone. Black/white mask, Map Range sets values.
  • Bevel, AO, Pointiness and Random Per Island are Cycles-only, and Bevel/AO are stochastic [added, measured]: EEVEE shows no Bevel edges; thresholded live masks give 17 to 18% fractional metallic at any sample count. Bake before thresholding, or use vertex curvature.

Establish first

InputChangesDefault when silent
Target: Cycles still, EEVEE, game enginelive Cycles-only nodes vs baked; AO in albedo (render) vs ORM (game)Cycles finals, EEVEE side by side
Style: realistic or stylizedscanned set + grime vs procedural or hand-painted lightstylized restraint (Kaspar)
UVs and deformationUV images vs box projection vs Object proceduralsrigid, no UVs: box; deforming: UV only
Scaletile size, bump/displacement metersreal meters, scale applied (all experts)
Texel budget, export2K to 4K hero paint, 4K to 8K large tiling surfaces2K hero prop, glTF ORM, OpenGL normals

Workflow

  1. Base per part. Prefixed materials, placeholders removed, diffuse_color set; values picked on the Diffuse Color pass (matcap made Kaspar's skin too pale). Apply scale. GATE: M.value_report(objs) clean.
  2. Base material. Set: M.pbr_from_textures(mat, M.find_texture_set(dir), uv_map=...): color spaces by role, AO multiplied at factor 1 (Price: restores the cavity shadow flash capture removes; ao_mode="gltf" for games), bump only without a normal map, height_as="displacement" drops the normal map and sets Cubic interpolation, Displacement and Bump, Scale 0.2 for Poliigon (fixed 20 cm range); add Simple subdivision and shade smooth. UV tile = the set's physical size. Rigid, no UVs: projection="BOX". Procedural: Object coordinates (UV on deforming meshes), Noise Detail at most 5 (cost doubles per level, Price). GATE: M.audit_material(mat, obj) has no errors.
  3. Masks. Kaspar's rule is mask frequency against vertex density: vertex colors for broad soft masks (and Price's environments: tiling UVs repeat image strokes, layouts change), images for fine or exported detail, UV bands for hems. Headless: M.mask_from_points, M.write_vertex_values, M.smooth_attribute, M.curvature_attribute, M.TexelMap + M.project. Price's Color Burn: soft mask (A) burned by a contrast-ramped height map (B) breaks the mask along bricks or into grout (procedures P18). GATE: render each mask as emission.
  4. Layers. M.add_wear(mat, edge_color=..., edge_roughness=..., edge_metallic=1) adds variation, cavity/grunge dirt and chipped edges. Blend modes: Multiply darkens (grime, mold), Screen lightens (efflorescence, highlights; Add exceeds 1), Subtract on the height chain for spalling (Price). Chain order sets age (a decal before grime reads old). Decals: Alpha into Factor, Extension Clip (M.add_decal). GATE: M.preview(objs, out, rigs=("studio", "roughness")): effects follow form and water paths, nothing uniform, repeats broken.
  5. Character specifics. M.stylized_skin(mat, obj=body) (masks col_brighter/col_darker/col_lips/col_sss/col_rough); M.stylized_eye per eye object (origin at the eyeball center) plus M.cornea_material and cornea.visible_shadow = False; hair shine: Anisotropic with a Tangent on a strand-aligned UV map (Cycles only). GATE: rigs=("backlit",): red glow on ears, nostrils, lips, fingers; front not waxy; sclera off-white.
  6. Stylized hand-painted light (Abbitt): lighter top, darker bottom, Multiply in crevices, Screen on extremities. Headless: M.painted_light(mat, obj) from a curvature attribute, bake Emit, judge with rigs=("unlit",).
  7. Painting, where masks cannot place it. GUI: brushes are assets (Paint Hard/Soft, Airbrush, Blur, Smear, Fill, Mask); a factory 5.2 session paints BLACK until the brush and unified color are set; strokes project from the screen, so face the surface (Abbitt); Erase needs an alpha channel; bleed 8 to 12 px (Kaspar, Abbitt). Use M.gui_texture_stroke(): it forces a redraw (projection painting occludes with the depth buffer of the previous draw: a stroke issued in the setup call painted 162 texels in one run instead of about 14,000, full coverage in another) and resamples dabs. Headless: M.TexelMap + M.paint_stroke paints by world distance, seams included; M.dilate, then M.save_image (images are never saved with the .blend by a script). GATE: renders from views crossing seams.
  8. Lookdev check and bake. M.preview (EEVEE and Cycles, studio, backlit, roughness), M.value_report, labeled frames and node groups (Kaspar, Price). Bake procedural channels via Emission, 30+ samples, validate by rebuilding from the maps (scenario-blender-uv-baking).
Show full SKILL.md (662 more words)Show less

Numbers

ValueNumberSource
Dielectric albedo / metal reflectancesRGB about 30 to 240 / 180 to 255; metallic 0 or 1ranges [added]; binary metallic: Ryan King, Price
Skin roughness0.68 to 0.72, rough zones 0.72 to 1, lips and mouth about 0.4Kaspar
PoresVoronoi Smooth F1 scales 100 and 200, noise mix 0.2 to 0.25Kaspar, on his UVs
Skin SSS scale (5.2)0.005 to 0.04 mmeasured on a 0.33 m head; Kaspar's v1 0.02 to 0.15 is waxy in 5.2
BumpDistance about 0.001, Strength 0.1 to 0.2 for fabricKaspar
DisplacementScale 0.2 (Poliigon), Midlevel 0.5, Cubic, 16-bit sourcePrice
Brick wall roughnessabout 0.7Price
Color tweakHue within 0.5 plus or minus 0.04Price
Noise Detail5 or lessPrice
Edge-wear Bevel radius0.04 on a 1 m cratemeasured
Paint bleed / island margin8 to 12 px / 0.01 to 0.05Kaspar, Abbitt
Painted height2K, 32-bit float, base 0.5, Non-ColorKaspar; 0.5 gray base also Ryan King
Bake samples30 minimumKaspar

Quality gates

Measurable:

  • M.audit_material(mat, obj): color spaces by role, no image straight into Normal, explicit UV maps, Bump Distance at most 0.05, no Add Shader or raw summed normals, Emission Strength set, no gray constant metallic, normal map plus displacement flagged, non-Cubic displacement image, Noise Detail above 6, unsaved images.
  • M.value_report(objs): dielectric albedo within 30 to 243 sRGB (under 2% outside), metal above 180, fractional metallic under 5% (live Bevel/AO wear exceeds it until baked), roughness std above 0.01.
  • Scale applied; color attributes named col_* and matching every Attribute node exactly (Kaspar, Price).

Visual: M.preview EEVEE vs Cycles nearly identical; roughness row shows breakup; backlit glow only where flesh is thin; grazing light shows relief without terracing; repeats broken at distance; per-layer mute renders each add something (Price); scale against a human reference.

Common mistakes

MistakeLooks likeFix
Data map left sRGBbent bump, wrong glossNon-Color
Normal map and displacement together (Node Wrangler default)doubled or broken reliefkeep one
Displacement with no geometry or Catmull-Clarknothing, or rounded cornersSimple subdivision, shade smooth
Pre-4.5 Bump Distance 1.0stepped, plasticreal height, about 0.001 to 0.01
Emission Color set, Strength 0no glowStrength above 0
Kaspar's v1 SSS values in 5.2waxy white ears0.005 to 0.04, check backlit
Bevel wear or Pointiness in EEVEE or gameswear missingbake, or curvature_attribute
Threshold on live Bevel/AO for metallicgrainy gray bordersbake, then threshold
Cornea shell in EEVEE, default thicknessiris magnifiedThickness 0 (cornea_material)
Mask straight from Noiseeffect barely visibleramp or Map Range for contrast
Stroke right after setuppartial or no paint, varies per runredraw first (gui_texture_stroke)
Paint color never set / new color attributeblack strokes / white maskset colors; write zeros first
Box projection or Generated coords on a rigtexture swimsUV coordinates

Blender 5.2 notes

  • Principled v2: Subsurface Weight/Scale (no Subsurface Color), Specular IOR Level, Transmission Weight, Coat, Emission Strength default 0. Sockets by name; Mix node by index (RGBA: A=6, B=7, Result=2).
  • Color spaces sRGB, Non-Color, Linear Rec.709. Displacement node Scale default 0.01; material.displacement_method (not material.cycles); EEVEE displaces since 4.2 (Displacement and Bump).
  • use_nodes deprecated; surface_render_method replaces blend_method; refraction needs use_raytrace_refraction plus scene ray tracing.
  • EEVEE ignores anisotropy, Bevel, Pointiness, Random Per Island (verified). Random Walk SSS rescaled in 5.2. Musgrave is inside Noise.
  • Brushes are assets; custom brushes need "Save Changes to Asset" (Abbitt); image_brush_type; Blur is SOFTEN; sample color Shift+X.
  • paint.vertex_color_dirt works headless in Object mode; byte images store encoded values, float Linear Rec.709 images convert to sRGB when saved as PNG.

References

  • references/procedures.md: tested code for every stage (texture sets, displacement rule, box projection, wear, curvature, decals, skin, eyes, anisotropy, GUI and headless painting, high-pass, checks, camera-ray world, clay switch, painted light, Color Burn masks, physical UV scale).
  • references/expert-notes.md: reasoning per expert with timestamps and the disagreements with their deciding conditions.
  • references/critique.md: rubric for judging your own renders and node trees.
  • references/sources.md: every source video, credential, best timestamps.

© scenario-labs, 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 5 other files (scripts, references) in skills/dcc/blender/scenario-blender-texturing-shading of scenario-labs/skills.

  • SKILL.md
  • references/critique.md
  • references/expert-notes.md
  • references/procedures.md
  • references/sources.md
  • scripts/bx_materials.py

Open the folder on GitHubat commit f6f8ab7

Compare with similar skills

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Pneuma Lucidpandazki/pneuma-skills161—~4.6kAutomated safety check: WarnMIT

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Works with

Questions about Scenario Blender Texturing Shading

What does Scenario Blender Texturing Shading do?

A skill your agent uses when texturing, shading or look-developing in Blender: building a PBR material from a texture set, displacement, procedural materials, edge wear, dirt, grime, color…. Scenario Blender Texturing Shading is an agent skill from scenario-labs/skills. Use when texturing, shading or look-developing in Blender: building a PBR material from a texture set, displacement, procedural materials, edge wear, dirt, grime, color variation, decals, box or triplanar mapping on meshes without UVs, stylized character skin (subsurface, pores), eyes and cornea, hand-painted stylized textures, texture painting or painting masks headless.

When should I use Scenario Blender Texturing Shading?

Scenario Blender Texturing Shading fits situations like: look-developing in Blender: building a PBR material from a texture set; procedural materials; color variation; triplanar mapping on meshes without UVs.

How do I install Scenario Blender Texturing Shading in Claude Code?

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

How do I install Scenario Blender Texturing Shading in Codex?

Run `npx skills add scenario-labs/skills --skill scenario-blender-texturing-shading -a codex`. Or copy the skill folder (skills/dcc/blender/scenario-blender-texturing-shading in scenario-labs/skills) into .agents/skills/scenario-blender-texturing-shading in your project. Codex loads it when a task matches its description.

Can I use Scenario Blender Texturing Shading 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 scenario-labs/skills --skill scenario-blender-texturing-shading -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/scenario-blender-texturing-shading, .gemini/skills/scenario-blender-texturing-shading, .github/skills/scenario-blender-texturing-shading and .opencode/skills/scenario-blender-texturing-shading in your project.

What does Scenario Blender Texturing Shading need to run?

Going by SKILL.md and its folder, Scenario Blender Texturing Shading needs Python for the scripts in its folder and the command-line tools its instructions call (npx). Our summary lists: Python 3; Node.js.

Does Scenario Blender Texturing Shading access the network?

SKILL.md contains no URLs. Its commands use npx, which can reach the network depending on how they are called. This is read from the text; nothing was executed.

Is Scenario Blender Texturing Shading 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. The check reads SKILL.md only: the scripts in the folder are not scanned, so read them before running anything.

What licence does Scenario Blender Texturing Shading use?

Scenario Blender Texturing Shading 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 Scenario Blender Texturing Shading use?

About 3.9k tokens (SKILL.md is roughly 16k 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 19k tokens, read only when the agent opens those files.

What are the alternatives to Scenario Blender Texturing Shading?

Skills that share tags, products or a category with Scenario Blender Texturing Shading: Asset Pipeline (rehan-remade/universal-modder, 6.5k stars), Blender Image To 3D (majidmanzarpour/blender-game-skills, 135 stars), Text To 3D Asset (LaurentiuGabriel/unreal-game-assets-creation-skill, 148 stars) and Blender Web Export Pipeline (freshtechbro/claudedesignskills, 1k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Scenario Blender Texturing Shading?

scenario-labs (a GitHub organization) maintains it in scenario-labs/skills, which has 946 GitHub stars. The repository holds 146 skills in this directory. The repository was last updated on October 10, 2026.

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