maya-materials

maya-materials is a skill for Claude Code from dcc-mcp/dcc-mcp-maya. It costs 55 tokens per session (315 once invoked), scanned A, original, MIT.

A Maya toolset for creating, assigning, inspecting, and managing basic surface materials such as Lambert and Blinn shaders. Maya is software for making 3D scenes and animations.

In plain words
What is it for?
Use it to create a shader, set its properties, assign it to objects, and inspect material assignments during scene authoring.
Why use it?
It handles common material-assignment tasks with checked inputs and confirms which objects received the material. It also accounts for some differences between Maya and Arnold versions.

Skill for Claude Code

Written for Claude Code: allowed-tools in frontmatter.

Good fit Use it to create a shader, set its properties, assign it to objects, and inspect material assignments during scene authoring.

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Install with agentmods
npx agentmods add skills/dcc-mcp/dcc-mcp-maya/maya-materials
Install

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.

Any agent
npx skills add dcc-mcp/dcc-mcp-maya --skill maya-materials
Clone the repo
git clone --depth 1 https://github.com/dcc-mcp/dcc-mcp-maya

Made for: Claude Code.

Wrote 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.

agentmods badge for maya-materials

README.md
[![agentmods](https://agentmods.dev/badge/skills/dcc-mcp/dcc-mcp-maya/maya-materials/github.svg)](https://agentmods.dev/skills/dcc-mcp/dcc-mcp-maya/maya-materials)
Your own site
<a href="https://agentmods.dev/skills/dcc-mcp/dcc-mcp-maya/maya-materials"><img src="https://agentmods.dev/badge/skills/dcc-mcp/dcc-mcp-maya/maya-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.

agentmods 80×15 button for maya-materials

Your own site · 80×15
<a href="https://agentmods.dev/skills/dcc-mcp/dcc-mcp-maya/maya-materials"><img src="https://agentmods.dev/badge/skills/dcc-mcp/dcc-mcp-maya/maya-materials.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 55 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 315 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe. Third-party audits
  • NVIDIA SkillSpector pass 7 Sept 2026
How audits are shown
Origin original No closer match found in the catalogue.
Token cost

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.

ModelPer sessionOnce invoked
Fable 5.1 $0.00055 $0.00315
Opus 5 $0.00028 $0.00158
Sonnet 5 $0.00011 $0.00063
Haiku 4.5 $0.00006 $0.00032

Measured 10d ago against content hash 69e5dde4b508, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-10, from the pricing page.

Security

Grade A, and why

maya-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.

The scan reads SKILL.md. This mod also ships 8 executable files (scripts/assign_material.py, scripts/create_material.py, scripts/get_material_connections.py, …), listed below but not scanned — reading those needs a real analyzer, not pattern matching.

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.

src/dcc_mcp_maya/skills/maya-materials/SKILL.md · 44 lines

What it actually says

maya-materials (Authoring stage)

Build and assign basic shader networks. Eight scripts cover the typical "create a Lambert and assign it" loop while keeping inputSchema validation in place.

set_material_attribute includes Maya 2022 / MtoA compatibility aliases for Arnold aiStandardSurface, such as accepting metallic and writing metalness when that is the available attribute.

assign_material accepts at most 256 targets and reads shading-set membership back for every resolved object before reporting success.

For sharing material presets across assets / shots, use maya-material-library.

Changes

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.

  1. 10d ago First seen · 44 lines · 55 tokens per session scan A 69e5dde4b508

Subscribe to this mod's changes

maya-materials is a skill published in the GitHub repository dcc-mcp/dcc-mcp-maya (53 stars, last pushed 2d ago), licensed MIT. It adds 55 tokens to every session and 315 once invoked, about $0.0003 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-30.

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