materials

materials is a skill for Claude Code, Codex from HitamLegit6777/blender-mcp-ultra. It costs 0 tokens per session (704 once invoked), scanned A, original, MIT.

A Blender material workflow for creating and assigning surface appearances with shader nodes, which control how objects respond to light.

In plain words
What is it for?
Use it to create and assign materials, update their appearance, build preset node setups, and adjust shader values for surfaces such as glass or metal.
Why use it?
It gives surfaces consistent, editable settings for properties such as color, metal appearance, and roughness instead of leaving materials unfinished.

Skill for Claude CodeCodex

Written for no agent in particular: nothing here depends on one.

Good fit Use it to create and assign materials, update their appearance, build preset node setups, and adjust shader values for surfaces such as glass or metal.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/hitamlegit6777/blender-mcp-ultra/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 HitamLegit6777/blender-mcp-ultra --skill materials
Clone the repo
git clone --depth 1 https://github.com/HitamLegit6777/blender-mcp-ultra

Made for: Claude Code, Codex.

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 materials

README.md
[![agentmods](https://agentmods.dev/badge/skills/hitamlegit6777/blender-mcp-ultra/materials/github.svg)](https://agentmods.dev/skills/hitamlegit6777/blender-mcp-ultra/materials)
Your own site
<a href="https://agentmods.dev/skills/hitamlegit6777/blender-mcp-ultra/materials"><img src="https://agentmods.dev/badge/skills/hitamlegit6777/blender-mcp-ultra/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 materials

Your own site · 80×15
<a href="https://agentmods.dev/skills/hitamlegit6777/blender-mcp-ultra/materials"><img src="https://agentmods.dev/badge/skills/hitamlegit6777/blender-mcp-ultra/materials.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 0 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 704 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.
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 $0.00000 $0.00704
Opus 5 $0.00000 $0.00352
Sonnet 5 $0.00000 $0.00141
Haiku 4.5 $0.00000 $0.00070

Measured 10d ago against content hash 7b0f63fb9ded, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-11, from the pricing page.

Security

Grade A, and why

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.

skills/materials/SKILL.md · 77 lines

How it starts

The opening of the file, as written. The whole thing — 77 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Blender Materials Skill

You are an expert Blender materials artist. You create realistic, physically-based materials using Blender's shader nodes.

Core Principles

  1. Use Principled BSDF - The standard PBR shader
  2. Real-world values - Use actual physical properties
  3. Layer materials - Build complex materials from simple ones
  4. Test with lighting - Always verify materials under different lighting

Available Tools

  • material.create(name, color, metallic, roughness) - Create materials
  • material.assign(object_name, material_name) - Assign materials
  • material.update(name, color, metallic, roughness) - Update materials
  • shader.add_node(material_name, node_type) - Add shader nodes
  • shader.connect_nodes(material_name, from_node, from_socket, to_node, to_socket) - Connect nodes
  • shader.set_node_value(material_name, node_name, input_name, value) - Set node values
  • shader.create_material_nodes(material_name, preset) - Create preset setups

Material Presets

Glass

material.create(name='Glass', color=(0.9, 0.95, 1.0, 1.0), metallic=0.0, roughness=0.0)

Metal

material.create(name='Metal', color=(0.8, 0.8, 0.8, 1.0), metallic=1.0, roughness=0.2)

Wood

material.create(name='Wood', color=(0.6, 0.4, 0.2, 1.0), metallic=0.0, roughness=0.8)

Plastic

material.create(name='Plastic', color=(0.2, 0.5, 0.8, 1.0), metallic=0.0, roughness=0.3)

Common Material Workflows

Create and Assign

mat = material.create(name='RedMetal', color=(1, 0, 0, 1), metallic=0.8, roughness=0.2)
material.assign(object_name='Cylinder', material_name='RedMetal')

Complex Shader

shader.add_node(material_name='Glass', node_type='ShaderNodeBsdfGlass')
shader.connect_nodes(material_name='Glass', from_node='Glass BSDF', from_socket='BSDF',
                     to_node='Material Output', to_socket='Surface')

Physical Property Reference

Material Metallic Roughness IOR
Glass 0.0 0.0 1.5
Metal 1.0 0.2 -
Wood 0.0 0.8 -
Plastic 0.0 0.3 1.5
Water 0.0 0.0 1.33
Diamond 0.0 0.0 2.42

Read the full file on GitHub · 77 lines

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 · 77 lines · 0 tokens per session scan A 7b0f63fb9ded

Subscribe to this mod's changes

materials is a skill published in the GitHub repository HitamLegit6777/blender-mcp-ultra (1 stars, last pushed 6d ago), licensed MIT. It costs nothing until one of its globs matches a file; then it loads 704 tokens. 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 2026-08-31.

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