blender-material-ops

blender-material-ops is a skill for Claude Code, Codex from IvanYangYangXi/artclaw_bridge. It costs 85 tokens per session (2,221 once invoked), scanned A, original, MIT.

A guide for creating and editing Blender materials, which control how 3D objects look when rendered. It covers shader nodes, physically based materials, and Blender setups whose node names may differ by language.

In plain words
What is it for?
Use it to create materials, set colors and surface properties, build node connections, and inspect or rebuild material node trees.
Why use it?
It helps avoid common material errors, such as creating duplicate default nodes or failing to connect the shader to the material output. It also makes scripts work across different Blender languages.

Skill for Claude CodeCodex

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

Good fit Use it to create materials, set colors and surface properties, build node connections, and inspect or rebuild material node trees.

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Install with agentmods
npx agentmods add skills/ivanyangyangxi/artclaw_bridge/blender-material-ops
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 IvanYangYangXi/artclaw_bridge --skill blender-material-ops
Clone the repo
git clone --depth 1 https://github.com/IvanYangYangXi/artclaw_bridge

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.

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README.md
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Per session 85 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 2,221 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 $0.00085 $0.02221
Opus 5 $0.00043 $0.01111
Sonnet 5 $0.00017 $0.00444
Haiku 4.5 $0.00009 $0.00222

Measured 12d ago against content hash bd95a03d2ad5, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-11, from the pricing page.

Security

Grade A, and why

blender-material-ops 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 12d 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/official/blender/blender-material-ops/SKILL.md · 256 lines

How it starts

The opening of the file, as written. The whole thing — 256 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Blender 材质操作指南

强制规则

  1. node.type 查找节点(不用 node.name,中文版名字不同)
  2. 创建材质后必须验证节点数和颜色值
  3. bpy.data.materials.new() 会自动创建默认 BSDF+Output,不要再 new 一对
  4. 需要重建节点时,nodes.clear() 再 new

规则 0:use_nodes=True 的隐含行为 🔴

mat = bpy.data.materials.new(name="MyMat")
mat.use_nodes = True
# 此时 mat.node_tree.nodes 已包含:
#   - 1 个 Principled BSDF (type='BSDF_PRINCIPLED')
#   - 1 个 Material Output (type='OUTPUT_MATERIAL')
#   - 1 条 BSDF→Output 连接
# 不需要也不能再 nodes.new() 同类型节点!

❌ 典型错误(重复节点,材质变灰)

mat = bpy.data.materials.new(name="Wall")
mat.use_nodes = True
# 已经有默认节点了!下面又创建一对 → 总共 4 个节点
bsdf = mat.node_tree.nodes.new('ShaderNodeBsdfPrincipled')  # 重复!
output = mat.node_tree.nodes.new('ShaderNodeOutputMaterial')  # 重复!
# 新 BSDF 没连到 Output,材质显示为灰色

模式 A:创建新材质(最常用)

直接使用 use_nodes=True 创建的默认节点,只修改参数:

mat = bpy.data.materials.new(name="Wall_Material")
mat.use_nodes = True
tree = mat.node_tree

# 通过 type 查找默认节点(兼容中英文 Blender)
bsdf = None
output = None
for node in tree.nodes:
    if node.type == 'BSDF_PRINCIPLED':
        bsdf = node
    elif node.type == 'OUTPUT_MATERIAL':
        output = node

# 设置参数
bsdf.inputs['Base Color'].default_value = (0.9, 0.85, 0.75, 1.0)
bsdf.inputs['Roughness'].default_value = 0.8
bsdf.inputs['Metallic'].default_value = 0.0

# 验证
assert len(tree.nodes) == 2, f"节点数异常: {len(tree.nodes)}"
assert len(tree.links) == 1, f"连接数异常: {len(tree.links)}"

模式 B:修改已有材质

只改参数,不碰节点结构

mat = bpy.data.materials.get("Wall_Material")
if mat and mat.use_nodes:
    for node in mat.node_tree.nodes:
        if node.type == 'BSDF_PRINCIPLED':
            node.inputs['Base Color'].default_value = (0.95, 0.9, 0.8, 1.0)
            node.inputs['Roughness'].default_value = 0.7
            break

模式 C:重建损坏的材质

先清除再创建——材质有重复节点或连接断开时使用:

mat = bpy.data.materials.get("Wall_Material")
if not mat:
    mat = bpy.data.materials.new(name="Wall_Material")

mat.use_nodes = True
tree = mat.node_tree

# 清除所有节点(关键步骤)
tree.nodes.clear()

# 重新创建
bsdf = tree.nodes.new(type='ShaderNodeBsdfPrincipled')
bsdf.location = (0, 0)
bsdf.inputs['Base Color'].default_value = (0.9, 0.85, 0.75, 1.0)
bsdf.inputs['Roughness'].default_value = 0.8

output = tree.nodes.new(type='ShaderNodeOutputMaterial')
output.location = (300, 0)

tree.links.new(bsdf.outputs['BSDF'], output.inputs['Surface'])

# 验证
assert len(tree.nodes) == 2
assert len(tree.links) == 1

Read the full file on GitHub · 256 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. 12d ago First seen · 256 lines · 85 tokens per session scan A bd95a03d2ad5

Subscribe to this mod's changes

blender-material-ops is a skill published in the GitHub repository IvanYangYangXi/artclaw_bridge (35 stars, last pushed 4mo ago), licensed MIT. It adds 85 tokens to every session and 2,221 once invoked, about $0.0004 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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