Getting it into your agent
One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.
npx skills add CheshireJCat/blender --skill blender-materialsgit clone --depth 1 https://github.com/CheshireJCat/blenderWrote this? Show the measurements
A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.
[](https://agentmods.dev/skills/cheshirejcat/blender/blender-materials)<a href="https://agentmods.dev/skills/cheshirejcat/blender/blender-materials"><img src="https://agentmods.dev/badge/skills/cheshirejcat/blender/blender-materials/github.svg" alt="Measured on agentmods" height="20"></a>Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.
<a href="https://agentmods.dev/skills/cheshirejcat/blender/blender-materials"><img src="https://agentmods.dev/badge/skills/cheshirejcat/blender/blender-materials.svg" alt="Reviewed on agentmods" width="80" height="20"></a>What it costs to keep this loaded
Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5.1 | $0.00184 | $0.05928 |
| Opus 5 | $0.00092 | $0.02964 |
| Sonnet 5 | $0.00037 | $0.01186 |
| Haiku 4.5 | $0.00018 | $0.00593 |
Grade A, and why
blender-materials scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 10d ago.
A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.
Nothing flagged
None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.
This is a copy
92% identical to blender-materials — 2 lines differ, which has more behind it and is treated as the original. This page carries a canonical link to it rather than competing with it.
How it starts
The opening of the file, as written. The whole thing — 503 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Blender Materials
Apply physically-based materials to objects. Use only Principled BSDF — it's the only shader that exports cleanly to glTF and matches what other DCC tools expect.
The metallic switch — never an in-between
The single most-important rule: Metallic is a switch, not a slider. Set it to 0.0 (dielectric: plastic, wood, glass, skin) or 1.0 (metal: steel, gold, copper). Values between 0.2 and 0.8 are almost always wrong; they produce energy-non-conservative renders that look "plasticky."
Exception: dark mirror lenses (sunglasses) use ~0.8 to combine strong reflection with slight tint — that's a stylistic choice, not strict PBR.
Decision tree
What is it made of?
├── Raw metal (steel, gold, copper, etc.)
│ → Metallic=1.0, Base Color = F0 reflectance from physicallybased.info
│ → Roughness controls polish (0.05 mirror → 0.4 brushed → 0.7+ weathered)
│
├── Glass / clear / refractive
│ → Metallic=0, Transmission=1.0, IOR=1.5 (glass), Roughness=0.0
│ → Add Volume Absorption for thick tinted glass
│
├── Plastic / wood / stone (dielectric, opaque)
│ → Metallic=0, IOR=1.45 (plastic) or 1.5 (most others)
│ → Roughness per finish (0.15 glossy / 0.6 matte)
│ → Coat Weight 0.5+ for varnished/lacquered surfaces
│
├── Skin / wax / marble (subsurface scattering)
│ → Metallic=0, Subsurface Weight=1.0
│ → Subsurface Radius RGB tuned per material (skin: red scatters deepest)
│
├── Cloth / fabric (sheen)
│ → Metallic=0, Sheen Weight 0.2-0.5
│ → Roughness 0.6+, Sheen Roughness 0.5
│
└── Mirror / chrome (special metal)
→ Metallic=1.0, Roughness=0.02-0.05, near-white base
Reference-look handoff
If the goal is to match an original/reference image rather than make a generally attractive render, chain-load reference-look-calibration. It owns measurement of hue/saturation/value, object extent, glow/aura color, and before/after look metrics. This skill should then apply the requested material/lighting/render changes within that calibrated target.
What ships with it
1 file beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.
What this file has done since we first saw it
Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.
- 10d ago First seen · 503 lines · 184 tokens per session scan A 9e22681ccb49
blender-materials is a skill published in the GitHub repository CheshireJCat/blender (26 stars, last pushed 21d ago), licensed MIT. It adds 184 tokens to every session and 5,928 once invoked, about $0.0009 per session on Opus 5. A static security scan graded it A with 0 findings. It is 92% identical to blender-materials, differing in 2 lines, and is treated as a copy.
Other skills, from other repositories
dsh-web-pet-developer
Create a pet for the dsh-pet plugin and integrate it into the dsh web GUI — author a v2 pet.json manifest plus an 8-column x 9-row atlas per the Codex/hatch-pet contract (live2d pets, voice packs and status decorations included), drop it into the pet-center user directory or contribute it as a built-in asset under…
yao-image
Image expert. ALWAYS invoke this skill when you need to read, analyze, describe, or generate images. Use for screenshots, photos, charts, diagrams, AI-generated images, or any visual content.
yao-audio
Audio expert. ALWAYS invoke this skill when the user asks to transcribe, recognize, or convert speech/audio to text.
agent-first-screenshots
Agent-first screenshots — an agent drives the real app via CDP and produces clean, defect-free product screenshots (newsletters, landing pages, social, decks, PR). Dual-channel verification (DOM + pixels + vision) in a capture loop. Use for any "take/redo screenshots of the app" task.
ipollowork-template-generation
Create or update reusable iPolloWork templates through conversation for Design, Slides/native editable PPT, and HyperFrames Video. Use when planning, generating, repairing, validating, or saving a template package, manifest, reusable variables, cover, slide/PPT markers, video composition, or design-system token…
voiceover
write the voice-over, demo script first, voiceover instead of PRD, voiceover-first development, align on the demo, script the demo, ship a feature demo-first. The whole demo-driven journey — approve the narration BEFORE any code, then build on a fresh worktree until the demo holds and open the PR with the proof on it.…