Analog, VHS, CRT, and found-footage horror aesthetics for Blender shots including camera imperfections and documentary framing.
中文简介正在准备中。当前显示原文说明。
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.
中文简介正在准备中。当前显示原文说明。
安装前可以查看交给 AI 代理的指令内容。
Production shading with material reuse. PBR-accurate or intentionally stylized. Minimal unique materials.
Master Materials → Instance Variations → Object Assignment
→ Vertex Color/Mask Setup → Validation → Export Prep
Create reusable masters in MAT_ prefix:
| Master | Base Setup |
|---|---|
| MAT_Metal_Base | Principled: Metallic 1, adjustable Roughness |
| MAT_Plastic_Base | Principled: Metallic 0, Specular 0.5 |
| MAT_Fabric_Base | Principled + Sheen |
| MAT_Glass_Base | Principled: Transmission 1, IOR 1.45 |
| MAT_Emissive_Base | Principled: Emission strength variable |
| MAT_Organic_Base | Subsurface scattering enabled |
Instance variations: duplicate master, adjust parameters only.
| Material | Metallic | Roughness | Notes |
|---|---|---|---|
| Polished metal | 1.0 | 0.1–0.3 | |
| Brushed metal | 1.0 | 0.4–0.6 | Anisotropic if available |
| Painted metal | 0.0 | 0.3–0.5 | Base color = paint |
| Plastic | 0.0 | 0.3–0.6 | |
| Rubber | 0.0 | 0.7–0.9 | |
| Concrete | 0.0 | 0.8–0.95 | |
| Wood (raw) | 0.0 | 0.5–0.7 | |
| Glass | 0.0 | 0.0 | Transmission 1 |
| Skin | 0.0 | 0.4–0.6 | Subsurface 0.1–0.3 |
| Fabric | 0.0 | 0.7–0.9 | Sheen |
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
| Asset Type | Max Materials |
|---|---|
| Hero prop | 3–5 |
| Standard prop | 1–2 |
| Modular piece | 1 (atlas) |
| Character | 3–8 (body, cloth, eyes, hair) |
| Environment module | 1–2 |
See stylized-style skill. Key differences:
MAT_[Surface]_[Descriptor]| Topic | Reference | Load When |
|---|---|---|
| Surface recipes | references/surface-recipes.md | Specific materials |
| Procedural nodes | references/procedural-patterns.md | Wear, dirt, variation |
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Analog, VHS, CRT, and found-footage horror aesthetics for Blender shots including camera imperfections and documentary framing.
中文简介正在准备中。当前显示原文说明。
Game-ready animation in Blender including walk/run/idle cycles, combat, mechanical animation, camera animation, constraints, Graph Editor, and NLA workflows via MCP.
中文简介正在准备中。当前显示原文说明。
Anime and cel-shaded art direction for Blender with hard color breaks, toon shaders, clean silhouettes, and anime proportion language.
中文简介正在准备中。当前显示原文说明。
Apocalyptic and dystopian world art direction for Blender including post-apocalyptic, zombie, alien invasion, post-human, dystopian, and utopian contrast sets.
中文简介正在准备中。当前显示原文说明。
Architectural visualization in Blender for interiors/exteriors with real-world scale, camera composition, PBR materials, and still/animation delivery via MCP.
中文简介正在准备中。当前显示原文说明。
Validates and optimizes Blender assets for polycount, topology, UV efficiency, material count, naming, collections, and game-ready performance. Use before export on all production assets via MCP.
中文简介正在准备中。当前显示原文说明。