Databricks Iceberg
databricks/databricks-agent-skills
Apache Iceberg tables on Databricks — Managed Iceberg tables, External Iceberg Reads (fka Uniform), Compatibility Mode, Iceberg REST Catalog (IRC), Iceberg v3, Snowflake interop, PyIceberg, OSS…
A skill your agent uses when polypainting in ZBrush (skin color zones, fills, cavity or AO passes, Spotlight), baking polypaint to a texture or vertex color, rendering a ZBrush model with BPR or…
$ npx skills add scenario-labs/skills --skill scenario-zbrush-paint-render -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install scenario-labs/skills scenario-zbrush-paint-render --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/scenario-labs/skills.git skills-src && mkdir -p .claude/skills && cp -r skills-src/skills/dcc/zbrush/scenario-zbrush-paint-render .claude/skills/scenario-zbrush-paint-render && 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 "scenario-zbrush-paint-render" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/dcc/zbrush/scenario-zbrush-paint-render into .claude/skills/scenario-zbrush-paint-render/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-zbrush-paint-render", 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/scenario-labs/skills/tree/main/skills/dcc/zbrush/scenario-zbrush-paint-renderType 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 scenario-labs/skills --skill scenario-zbrush-paint-render -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install scenario-labs/skills scenario-zbrush-paint-render --agent codexProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/scenario-labs/skills.git skills-src && mkdir -p .agents/skills && cp -r skills-src/skills/dcc/zbrush/scenario-zbrush-paint-render .agents/skills/scenario-zbrush-paint-render && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "scenario-zbrush-paint-render" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/dcc/zbrush/scenario-zbrush-paint-render into .agents/skills/scenario-zbrush-paint-render/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-zbrush-paint-render", 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 scenario-labs/skills --skill scenario-zbrush-paint-render -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install scenario-labs/skills scenario-zbrush-paint-render --agent cursorProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/scenario-labs/skills.git skills-src && mkdir -p .cursor/skills && cp -r skills-src/skills/dcc/zbrush/scenario-zbrush-paint-render .cursor/skills/scenario-zbrush-paint-render && 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 "scenario-zbrush-paint-render" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/dcc/zbrush/scenario-zbrush-paint-render into .cursor/skills/scenario-zbrush-paint-render/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-zbrush-paint-render", 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/scenario-labs/skills.git --path skills/dcc/zbrush/scenario-zbrush-paint-render--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 scenario-labs/skills --skill scenario-zbrush-paint-render -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install scenario-labs/skills scenario-zbrush-paint-render --agent gemini-cliProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/scenario-labs/skills.git skills-src && mkdir -p .gemini/skills && cp -r skills-src/skills/dcc/zbrush/scenario-zbrush-paint-render .gemini/skills/scenario-zbrush-paint-render && 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 "scenario-zbrush-paint-render" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/dcc/zbrush/scenario-zbrush-paint-render into .gemini/skills/scenario-zbrush-paint-render/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-zbrush-paint-render", 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 scenario-labs/skills scenario-zbrush-paint-renderInstalls 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 scenario-labs/skills --skill scenario-zbrush-paint-render -a github-copilotProject install goes to .agents/skills/; add -g for ~/.copilot/skills/.
$ git clone --depth 1 https://github.com/scenario-labs/skills.git skills-src && mkdir -p .github/skills && cp -r skills-src/skills/dcc/zbrush/scenario-zbrush-paint-render .github/skills/scenario-zbrush-paint-render && 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 "scenario-zbrush-paint-render" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/dcc/zbrush/scenario-zbrush-paint-render into .github/skills/scenario-zbrush-paint-render/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-zbrush-paint-render", 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 scenario-labs/skills --skill scenario-zbrush-paint-render -a opencodeOpenCode documents no install command of its own. Project install goes to .agents/skills/; add -g for ~/.config/opencode/skills/.
$ gh skill install scenario-labs/skills scenario-zbrush-paint-render --agent opencodeProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/scenario-labs/skills.git skills-src && mkdir -p .opencode/skills && cp -r skills-src/skills/dcc/zbrush/scenario-zbrush-paint-render .opencode/skills/scenario-zbrush-paint-render && 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 "scenario-zbrush-paint-render" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/dcc/zbrush/scenario-zbrush-paint-render into .opencode/skills/scenario-zbrush-paint-render/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-zbrush-paint-render", 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.
scenario-zbrush-paint-renderA skill your agent uses when polypainting in ZBrush (skin color zones, fills, cavity or AO passes, Spotlight), baking polypaint to a texture or vertex color, rendering a ZBrush model with BPR or…
Scenario Zbrush Paint Render is an agent skill from scenario-labs/skills. Use when polypainting in ZBrush (skin color zones, fills, cavity or AO passes, Spotlight), baking polypaint to a texture or vertex color, rendering a ZBrush model with BPR or Redshift, making render passes, a turntable or portfolio shots, or when paint looks like uniform beige or clown makeup, is blurry, is hidden under a texture or in Redshift, or a render is noisy, clipped, orthographic or bruised.
Its SKILL.md is about 4.6k tokens, which your agent loads only when the skill is triggered. The skill folder holds 8 other files, including scripts and reference files (for example `references/critique.md`, `references/expert-notes.md` and `references/gui-paths.md`).
It sits in Game Development, covering Data warehousing. 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.
10 steps, taken from the first numbered list in SKILL.md.
Read from SKILL.md and the folder at commit f6f8ab7. 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.
Ships 1 file in scripts/ (Python), which the agent can run.
Shell commands in SKILL.md call:
npxFrom the folder's file list and the shell code blocks in SKILL.md.
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.
Names no API keys, tokens, secrets or passwords.
From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.
Scenario Zbrush Paint Render loads about 4.6k tokens when it runs, and up to ~30k if it reads all its reference files. Until then it costs about 108 tokens; SKILL.md has 1,947 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); the scripts in this folder are not scanned.
The full file from scenario-labs/skills at commit f6f8ab7, republished under its MIT licence (© scenario-labs). 1,947 words, ~4,569 tokens.
.claude/skills/scenario-zbrush-paint-render/SKILL.md (or your agent's skills folder). This skill also uses 6 other files; get the full folder from GitHub.Expert paint in ZBrush is observation made systematic: color zones placed by what lies under the skin, pushed enough to survive the shader, judged on neutral and flat views, and baked at a resolution the mesh can hold. For an agent without a tablet most of it is buttons: fills at a chosen intensity through generated masks, zone images projected onto the mesh, and renders that are both measured and looked at. 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-zbrush-expert (bridge, stroke engine, review loop, 2026 traps).
| Input | Changes | Default when the brief is silent |
|---|---|---|
| Purpose: game albedo, film lookdev reference, stills, color print, concept paintover | whether painted shadow is allowed; map size; deliverable | presentation stills, color kept as polypaint |
| Renderer | materials, passes, turntable route | BPR. Redshift is a separate application and mx1 product list shows it uninstalled on this Mac (2026-09-24); ask before installing it |
| Style | saturation target, zone simplification | the upstream skill's style: scenario-zbrush-character-creature is realistic, scenario-zbrush-stylized is stylized |
| Subject: sex, age, build, skin tone | zone layout and hues | ask once; if still silent, assume an adult of average build with light skin and say so |
| Color deliverable | UVs, map size, Flip V | vertex color; add a texture only when UVs exist |
| Images | document size, views, turntable | 1920 x 1080 (Pavlovich); front, three-quarter, profile and back; turntable 36 frames for review, 180 (Movie default) at 30 fps for delivery [added] |
Toolkit: scripts/zb_paint.py, ZBrush-side functions through zp.remote("name", ...); full code in references/procedures.md. Save a versioned ZTL after every stage: there is no undo control.
paint_state() (level, points, UVs, texture display), recommend_map_size(points), texture_off(), save a ZTL. GATE: top level, map_budget(points, side) passes, v001 on disk. Divide now if needed, never after painting.set_paint_mode("rgb") (Zadd and Zsub off), fill(colour, 100): a dull skin base (FlippedNormals, doc) or pure yellow for the zone route (Pablo). GATE: the Flat front shows the fill color; Colorize reads on.fill_subtools. Polygroups: review with polypaint_from_polygroups(), fill exactly with zone_fill_by_split() (Duplicate, Groups Split, fill each piece, Project All back with Colorize on). Anatomy on one mesh: skin_zone_plan → zone_image → polypaint_from_image (planar UVs, before real UVs); synthesized Color Spray strokes as the fallback. GATE: skin_zone_checks(stage="zones"): forehead yellower than midface, midface redder, a man's lower third bluer, each by at least one JND (2.3 Lab); visually a clown on purpose (Pablo), every zone on its anatomy.stage="covered": no clown (at most 5 percent of skin pixels above saturation 0.75 [added]), speckle present.mask_pass: cavity darker and redder at 20 to 40 percent; PeaksAndValleys (PVRange 14) or Smoothness with a pale warm fill; ao_plugin mask with a purple-red undertone (ping after). Pablo's Adjust Colors is a dialog [verify live_p06]; a low fill through the same mask replaces it. Mask data cannot be read: prove a mask with mask_coverage(masked, cleared). GATE: each pass shifts the region statistics a little, together they read as skin, back of the head included.skin_zone_checks with eye contrast, then the Flat, SkinShade4 and MatCap White01 sheets (paint_review) judged with references/critique.md.texture_from_polypaint(path, side, flip_v=True) needs UVs (UV Master on a clone, Paste UVs keeps polypaint); or OBJ vertex color; or Substance Bridge Send PolyPaint. GATE: map budget passes, an asymmetric mark lands where expected, file on disk.set_document_size (small for tests; Resize clears the canvas, the function redraws), render_setup (perspective, shadows, AO), bpr_render or paint_views(..., "bpr") for matched views. GATE: render_checks pass and the renders were looked at at 100 percent.export_bpr_pass (may open a dialog); clown pass by subtool_solo_views plus id_pass (paint and polygroups untouched); composite (shadow and AO Multiply through the mask); turntable_frames in short chunks, assemble_turntable. GATE: every frame upright with constant framing; the composite beats the beauty toggled against it.colorize_all(False), zb_review.review, restore), albedo and beauty views, ID pass, turntable, one sheet. Report what was measured, what was only looked at, what did not run.| Value | Relative to | Source |
|---|---|---|
| About 4M points per 2K map; 2K = 4M pixels, about 3M usable at 70 percent UV coverage | map side vs vertex count | FlippedNormals 00:30:32; doc |
| FillObject at N percent RGB Intensity = N percent blend | the current color | FlippedNormals 00:02:51 |
| Zones at RGB about 30, wash about 10; cover Draw Size 150, zones 100 or less | brush strokes | doc Painting a Head |
| PVRange 14 | Mask PeaksAndValleys | Pablo 01:26:37 |
| Map Border high (frames 4 and 16), FlipV on | Multi Map Exporter | FlippedNormals 00:31:22 |
| 1920 x 1080 final; 1280 x 720 or 720 x 405 tests; 3200 x 2133 postcard; inches x 300 ppi print | document | Pavlovich; doc |
| Error Threshold 0.01 final, 1 tests (4 s vs 9 s); Progressive 64, 25 with denoise | Redshift | Pavlovich 040h 00:44:03 |
| Main light 0.1 (never 0) with an HDRI; EXR gamma 2.2; macOS Redshift gamma 1.8 | Light, Background | Pavlovich 00:23:12; doc |
| Crease Level one below SmoothSubdiv (3 and 4) | soft edge highlight | Pavlovich 00:21:26 |
| Movie Turntable 180 frames by default | Movie > Modifiers | Pavlovich FvpG 00:19:56 |
| Realistic mean HSV saturation < 0.5 | skin regions, Flat render | Pablo 01:10:30 (middle of the picker) |
| 1 JND = 2.3 Lab; clown share 5 percent; L* span 50; clipping 0.5 percent; noise sigma 2 | gates | [added], calibrate on live renders |
paint_state (top level, Rgb on, Zadd off, texture off); map_budget; mask_coverage above 0 before a masked fill; skin_zone_checks on a front Flat render with head_regions_front() or regions projected from landmarks; render_checks (framing, value span, clipping, noise); upright_score on turntable frames with a top marker; files on disk with sizes.references/critique.md.| Mistake | Looks like | Fix |
|---|---|---|
| Painting below the top level, or dividing afterwards | blurry, pixelated paint; artifacts | paint last at the top level; divide first |
| Judging on a tinted MatCap | colors fine in ZBrush, wrong elsewhere | SkinShade4, MatCap White01, Flat Color |
| Mrgb left on while painting | the review MatCap no longer shows; material painted in | Rgb only while painting; M or Mrgb fills only for render materials, on a saved ZTL [added] |
| Gray sheet of a painted model | color shows on MatCap Gray | colorize_all(False), then restore |
| Texture displayed | new paint invisible | texture_off() |
| Raw cavity mask | harsh rings | Mask Adjust with Blur; low intensity |
| Mask By AO on millions of polygons | slow, inaccurate | the Ambient Occlusion plugin |
| UV Master on the painted original | polypaint erased | Work on Clone, Copy UVs, Paste UVs |
| 4K map on 4M points | wasted map, soft texels | recommend_map_size |
| Redshift with a preset material or SSS Weight 1 | paint gone | Polypaint material, Use Material Color 0, white Base |
| Smooth Surface on low-poly hard parts | shading bruises | off; creases with Dynamic Subdivision |
| Orthographic beauty render | flat, technical look | perspective on |
| Movie > Turntable from a script | cannot stop; asks about an existing movie | scripted frames plus assemble_turntable |
| Adding degrees for each frame | flips past 90 degrees | absolute triples from turntable_rotations |
stats() and its last review sheet, plus eyes and parts as named SubTools. From scenario-zbrush-hard-surface, parts as SubTools with creases. From scenario-zbrush-pose-print, a posed ZTL (paint with symmetry before posing when possible [added]).recommend_map_size, and either the exported color map (texture_from_polypaint) or a request for UVs on a clone before the bake. Multi Map Exporter's Texture from Polypaint runs in that skill's map batch.zb_paint.PATHS tags each path; many are [strings] (label exists in this build) or [verify]. Run live_p01_paint_paths.py first: set() on a missing path is silent.zb_paint has run in ZBrush yet; 36 offline tests pass; live tests tests/code/zbrush-paint-render/live_p01 to p06.references/procedures.md: full bridge code for every stage. Load before writing any paint or render code.references/critique.md: the rubric, the Z1 and Z2 finishing test cases, and the two evaluation prompts. Load at every gate.references/expert-notes.md: the depth by expert with timestamps, the disagreements and what transfers without a tablet. Load when a decision is not covered here.references/gui-paths.md: palettes, hotkeys and settings for a human or computer-use agent. Load for Spotlight, dialogs and GUI-only steps.references/sources.md: every source with credentials, URLs and 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
SKILL.md and 6 other files (scripts, references) in skills/dcc/zbrush/scenario-zbrush-paint-render of scenario-labs/skills.
Open the folder on GitHubat commit f6f8ab7
Scenario Zbrush Paint Render 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 |
|---|---|---|---|---|---|---|
| Scenario Zbrush Paint Render this skillscenario-labs/skills | 946 | — | ~4.6k | Automated safety check: Pass | MIT | |
| Databricks Icebergdatabricks/databricks-agent-skills | 345 | — | ~2.6k | Automated safety check: Pass | Custom licence | |
| Clickhouse Logs Queriessupabase/supabase | 111k | — | ~2.4k | Automated safety check: Pass | Apache-2.0 | |
| Keeper Stress AnalysisClickHouse/ClickHouse | 50k | — | ~4.7k | Automated safety check: Pass | Apache-2.0 | |
| Perf ComparisonClickHouse/ClickHouse | 50k | — | ~3.9k | Automated safety check: Notes | Apache-2.0 | |
| Patch Release CheckClickHouse/ClickHouse | 50k | — | ~4k | Automated safety check: Notes | Apache-2.0 |
databricks/databricks-agent-skills
Apache Iceberg tables on Databricks — Managed Iceberg tables, External Iceberg Reads (fka Uniform), Compatibility Mode, Iceberg REST Catalog (IRC), Iceberg v3, Snowflake interop, PyIceberg, OSS…
supabase/supabase
Write, review, and migrate Supabase logs queries against the ClickHouse-backed logs table (the logs.all.otel analytics endpoint).
ClickHouse/ClickHouse
Analyze ClickHouse Keeper stress-test results from play.clickhouse.com / keeperstresstests data warehouse.
ClickHouse/ClickHouse
Evaluate ClickHouse performance test results from existing CI/dashboard data or local perf.py runs.
ClickHouse/ClickHouse
Check whether ClickHouse's supported versions (last 3 majors + latest LTS) have recent stable patch releases, diagnose why the scheduled AutoReleases pipeline failed, and identify which releases…
vemetric/vemetric
A skill your agent uses when the user has tabular data (pandas DataFrame, parquet, csv, Arrow, json) and wants to filter, group, aggregate, join, or speed up slow pandas.
scenario-labs/skills
A skill your agent uses when drawing or animating with Grease Pencil in Blender 5.x from Python: 2D or 2.5D illustration, frame-by-frame animation, a cutout or part-based 2D character, strokes with…
scenario-labs/skills
A skill your agent uses when grooming hair or fur in Blender with hair curves, such as a character hairstyle, animal fur, procedural fur in geometry nodes, or hair cards and mesh hair for games.
scenario-labs/skills
A skill your agent uses when lighting, rendering or compositing in Blender: light a character, product or hero shot, interior at dusk or night, three-point or motivated lighting, sun and sky, HDRI…
scenario-labs/skills
A skill your agent uses when creating a ChatGPT pet or Codex pet with Scenario: hatching an animated companion from a text idea, a character, mascot or brand cue, or reference photos and art; making…
scenario-labs/skills
A skill your agent uses when animating characters or scenes in Godot 4.7: AnimationPlayer clips and RESET, AnimationTree state machines and blend spaces built in code, Mixamo or glTF import, loop…
scenario-labs/skills
A skill your agent uses when adding or fixing sound in Godot 4.7: audio buses and effects, volume sliders, 'too many sounds', combat audio with hundreds of enemies, sounds clipping or distorting, 3D…
Categories
A skill your agent uses when polypainting in ZBrush (skin color zones, fills, cavity or AO passes, Spotlight), baking polypaint to a texture or vertex color, rendering a ZBrush model with BPR or…. Scenario Zbrush Paint Render is an agent skill from scenario-labs/skills. Use when polypainting in ZBrush (skin color zones, fills, cavity or AO passes, Spotlight), baking polypaint to a texture or vertex color, rendering a ZBrush model with BPR or Redshift, making render passes, a turntable or portfolio shots, or when paint looks like uniform beige or clown makeup, is blurry, is hidden under a texture or in Redshift, or a render is noisy, clipped, orthographic or bruised.
Scenario Zbrush Paint Render fits situations like: polypainting in ZBrush (skin color zones; baking polypaint to a texture; rendering a ZBrush model with BPR; making render passes.
Run `npx skills add scenario-labs/skills --skill scenario-zbrush-paint-render -a claude-code`. Or copy the skill folder (skills/dcc/zbrush/scenario-zbrush-paint-render in scenario-labs/skills) into .claude/skills/scenario-zbrush-paint-render in your project. Claude Code loads it when a task matches its description.
Run `npx skills add scenario-labs/skills --skill scenario-zbrush-paint-render -a codex`. Or copy the skill folder (skills/dcc/zbrush/scenario-zbrush-paint-render in scenario-labs/skills) into .agents/skills/scenario-zbrush-paint-render 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 scenario-labs/skills --skill scenario-zbrush-paint-render -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-zbrush-paint-render, .gemini/skills/scenario-zbrush-paint-render, .github/skills/scenario-zbrush-paint-render and .opencode/skills/scenario-zbrush-paint-render in your project.
Going by SKILL.md and its folder, Scenario Zbrush Paint Render needs Python for the scripts in its folder and the command-line tools its instructions call (npx). Our summary lists: Python 3; Node.js.
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.
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.
Scenario Zbrush Paint Render is published under the MIT licence (declared in SKILL.md). It allows redistribution, so the full SKILL.md is shown on this page.
About 4.6k tokens (SKILL.md is roughly 18k 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 26k tokens, read only when the agent opens those files.
Skills that share tags, products or a category with Scenario Zbrush Paint Render: Databricks Iceberg (databricks/databricks-agent-skills, 345 stars), Clickhouse Logs Queries (supabase/supabase, 111k stars), Keeper Stress Analysis (ClickHouse/ClickHouse, 50k stars) and Perf Comparison (ClickHouse/ClickHouse, 50k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.
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.