本文へ移動
cccskills
無料GitHub で公開

scenario-blender-texturing-shading

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.

インストール方法を見る

含まれるファイル(6)

  • SKILL.md15.3 KB
  • references/critique.md5.7 KB
  • references/expert-notes.md27.4 KB
  • references/procedures.md30.7 KB
  • references/sources.md11.2 KB
  • scripts/bx_materials.py85.2 KB

SKILL.md(原文)

インストールする前に、エージェントに与えられる指示の中身を確認できます。

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).

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.

レビュー

まだレビューはありません。使ってみた感想をお寄せください。

同じリポジトリのスキル

概要と使いどころ

Handle review comments received on GitHub for the current branch's PR or a given PR number or URL, by triaging each unresolved thread, fixing what is warranted, pushing, and replying in each thread, when asked to address, fix or answer PR comments. Works in any Scenario repository.

日本語の概要は準備中です。原文の説明を表示しています。

scenario-labs/skills9892026年10月12日 更新

Generate one short Conventional Commits squash message describing only the net diff between the PR's base and head, set its header as the PR title, validate it with the repository's commitlint and both copy its description to the clipboard and display it, when asked for a squash message. Works in any Scenario repository, whatever its default branch.

日本語の概要は準備中です。原文の説明を表示しています。

scenario-labs/skills9892026年10月12日 更新

Refresh the current pull request description from its net changes, following the repository's PR template, when asked to update or write the PR summary. Works in any Scenario repository, whatever its default branch.

日本語の概要は準備中です。原文の説明を表示しています。

scenario-labs/skills9892026年10月12日 更新

scenario

無料

Use when connecting an AI agent to Scenario (scenario.com) through MCP, or when a task involves generating images, video, 3D, audio, sprites, textures, or game assets. Also when picking a Scenario model, running a LoRA, refining a generation prompt, uploading reference images, waiting on generation jobs, checking credits or quota, hitting Scenario auth, scope, or Forbidden errors, or setting up mcp.scenario.com in Claude Code, Cursor, VSCode, or another agent.

日本語の概要は準備中です。原文の説明を表示しています。

scenario-labs/skills9892026年10月12日 更新

Use when generating or handling 3D assets through the Scenario MCP server, including text-to-3D or image-to-3D meshes, GPT-6 Astra 3D or Claude Opus 5.5 3D, GLB, FBX, OBJ, STL, or VOX files, PBR-textured or game-ready models, voxel models, multi-view reconstruction, retexture, remesh, UV unwrap, auto-rigging a biped or quadruped, or retargeting an animation, previewing a mesh in the inline 3D viewer, or downloading a model for import into Unity, Unreal, Godot, or Blender.

日本語の概要は準備中です。原文の説明を表示しています。

scenario-labs/skills9892026年10月12日 更新

Use when generating navigable 3D worlds or Gaussian splat scenes on Scenario via MCP: text-to-world, image-to-world, a 360 panorama or skybox turned into a walkable splat, multi-view photos or a video walkthrough reconstructed as a splat, or one object photo to splat. Keywords: World Labs Marble 1.1, 1.1 Plus, 1.0 Draft, Hunyuan World, HY World, image-to-skybox, skybox-to-splat, multiview-to-splat, TripoSplat, gaussian splatting, 3DGS, spz, world generation, explorable scene, VR.

日本語の概要は準備中です。原文の説明を表示しています。

scenario-labs/skills9892026年10月12日 更新

scenario-labs のスキルをすべて見る

このスキルの問題を報告する