blender-pbr-materials
Agent skill fromEL4CTEO/blender-skills
Physically based materials in Blender 5.2 - metal/roughness rules, Principled BSDF inputs, color spaces (sRGB vs Non-Color), measured albedo/F0 values, texture-set auto-wiring, ORM channel packing, DirectX vs OpenGL normals, alpha modes, displacement, view transforms (AgX, Khronos PBR Neutral), engine-ready material rules. Use when creating, fixing, or exporting materials and textures.
How to install blender-pbr-materials
install blender-pbr-materials
# install the blender-skills pack with the skills CLI
npx skills add EL4CTEO/blender-skills# or add only this skill to Claude Code: copy the folder
skills/blender-pbr-materials/
# into
~/.claude/skills/blender-pbr-materials/ (all projects)
.claude/skills/blender-pbr-materials/ (one project)
1# PBR Materials23The execution model is in `blender-core`. Measured values are in [references/pbr-values.md](references/pbr-values.md).45## Fast paths6- Texture set → material: `scripts/build_pbr_material.py -- --name M_Crate --textures //tex/crate --objects SM_Crate`. It detects maps by filename (Poly Haven, ambientCG, Substance, UE suffixes), sets color spaces, splits ORM, flips DirectX normals, and routes AO to glTF.7- Solid physically-plausible material: `--preset gold|iron|plastic|rubber|wood|glass|skin|...` with an optional `--color R G B` (sRGB).89## The rules (violations are what make renders look "CG")101. **Metallic is binary**: 0 (dielectric) or 1 (raw metal). Use in-between values only on transition pixels (dust or rust edges on metal). Painted metal counts as dielectric.112. **Base color = albedo with no lighting**: no baked shadows/AO/highlights. Dielectric range is sRGB ~30–240 (linear 0.012–0.87): charcoal ≈ 50, fresh snow ≈ 240. Metals: base color = F0 reflectance, sRGB 180–255, never dark.123. **Roughness carries the realism**. Break it up with grunge, smudges and wear. A constant roughness value looks fake; vary it ±0.1–0.2 across a surface.134. **Color spaces**: Base Color and Emission use `sRGB`. Roughness, Metallic, Normal, AO, Height, Opacity and ORM use `Non-Color`. A wrong color space is the #1 bug (washed-out normals, wrong roughness).14…
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