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 IvanYangYangXi/artclaw_bridge --skill sd-fxmapgit clone --depth 1 https://github.com/IvanYangYangXi/artclaw_bridgeWrote 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/ivanyangyangxi/artclaw_bridge/sd-fxmap)<a href="https://agentmods.dev/skills/ivanyangyangxi/artclaw_bridge/sd-fxmap"><img src="https://agentmods.dev/badge/skills/ivanyangyangxi/artclaw_bridge/sd-fxmap/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/ivanyangyangxi/artclaw_bridge/sd-fxmap"><img src="https://agentmods.dev/badge/skills/ivanyangyangxi/artclaw_bridge/sd-fxmap.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 | $0.00142 | $0.02349 |
| Opus 5 | $0.00071 | $0.01175 |
| Sonnet 5 | $0.00028 | $0.00470 |
| Haiku 4.5 | $0.00014 | $0.00235 |
Grade A, and why
sd-fxmap 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.
How it starts
The opening of the file, as written. The whole thing — 229 lines — stays where its author put it; the contents beside it link to each section on GitHub.
SD FX-Map 使用指南
FX-Map 是 SD 的"图案引擎"——通过迭代+四叉树实现复杂的重复图案。 tile_generator、splatter、cells 等几乎所有图案库节点都是 FX-Map 的高层封装。
核心概念
FX-Map 节点 (sbs::compositing::fxmaps)
├── 输入: inputpattern (图案图像), inputpattern:1 (第二图案)
├── 属性: colorswitch, background, hurst, opacitymult
└── 内部: SDSBSFxMapGraph (FX-Map 图)
├── Quadrant (paramset) — 渲染一个图案实例
├── Iterator (addnode) — 循环生成 N 个实例
└── Switch (switchnode) — 条件分支
每个节点的参数都可以是 Function Graph (动态计算)
FX-Map 节点类型
Quadrant (sbs::fxmap::paramset) — 图案渲染器
渲染输入图案的一个实例,控制位置、大小、旋转等。
| 参数 | 类型 | 说明 |
|---|---|---|
output0~3 |
连接 | 子节点输入(四叉树分支) |
opacity |
float4 | 不透明度 (RGBA) |
branchoffset |
float2 | 位置偏移 (0~1, UV 空间) |
patterntype |
int | 图案类型 (0=无图案, 1=正方形, 5=输入图案, ...) |
frameoffset |
float2 | 图案内部偏移 |
patternsize |
float2 | 图案大小 (0~1) |
patternrotation |
float | 旋转角度 (弧度) |
patternsuppl |
float2 | 补充参数 |
blendingmode |
int | 混合模式 (0=Alpha, 1=Add, ...) |
randomseed |
int | 随机种子 |
imageindex |
int | 选择输入图案 (0=inputpattern, 1=inputpattern:1) |
imagefiltering |
int | 图案过滤方式 |
Iterator (sbs::fxmap::addnode) — 循环节点
将子节点重复 N 次,每次提供不同的 $number 值。
| 参数 | 类型 | 说明 |
|---|---|---|
output0~1 |
连接 | 子节点 |
numberadded |
int | 循环次数 |
randomseed |
int | 随机种子 |
Switch (sbs::fxmap::switchnode) — 条件分支
根据条件选择执行哪个子分支。
创建 FX-Map
步骤 1: 创建 fxmaps 节点
fxmap = graph.newNode("sbs::compositing::fxmaps")
fxmap.setPosition(float2(x, y))
创建后自动包含一个空的 FX-Map 图和一个默认 Quadrant 节点。
步骤 2: 访问 FX-Map 图
fxg = fxmap.getReferencedResource() # → SDSBSFxMapGraph
fxnodes = fxg.getNodes()
# 默认有 1 个 paramset (Quadrant)
quadrant = fxnodes.getItem(0)
步骤 3: 添加 Iterator
iterator = fxg.newNode("sbs::fxmap::addnode")
iterator.setPosition(float2(0, -100))
# 连接: Iterator → Quadrant
iterator.newPropertyConnectionFromId("unique_filter_output", quadrant, "output0")
步骤 4: 参数化(Function Graph)
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 · 229 lines · 142 tokens per session scan A 1d69d2d1fc27
sd-fxmap is a skill published in the GitHub repository IvanYangYangXi/artclaw_bridge (35 stars, last pushed 4mo ago), licensed MIT. It adds 142 tokens to every session and 2,349 once invoked, about $0.0007 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.
Other skills, from other repositories
dcc-mcp-core
Foundation library for the DCC Model Context Protocol (MCP) ecosystem. Provides Rust-powered action management, skills system, IPC transport, MCP Streamable HTTP server (2025-03-26 spec, with 2025-06-18 and 2025-11-25 awareness), sandbox security, shared memory, screen capture, USD scene support, and telemetry for…
maya-pipeline
Domain skill — Maya asset pipeline orchestration: set up project directory structures, export scenes to USD, and coordinate multi-step DCC workflows. Use when initialising a Maya project or exporting assets for a downstream pipeline. Not for raw geometry editing — use maya-geometry for that. Not for low-level USD file…
imagemagick-tools
Infrastructure skill — image processing and manipulation via ImageMagick: resize, composite, convert formats, add watermarks. Use when batch-processing textures, thumbnails, or rendered images at the file level. Not for in-DCC texture or material editing — use a domain skill bound to the specific DCC for that.
asset-source
Gateway skill for cross-DCC asset import — search and resolve assets into a validated AssetDescriptor (local path + attribution). Demo source returns static catalog entries; production sources can add download or remote resolution without changing the contract.
ffmpeg-media
Infrastructure skill — media conversion and processing via FFmpeg: convert video/audio formats, extract frames, resize, and transcode. Use when manipulating raw media files (mp4, mov, wav, image sequences) regardless of DCC context. Not for DCC-specific render output handling — use a domain pipeline skill for…
maya-geometry
Domain skill — Maya geometry primitives: create spheres, cubes, cylinders; bevel, extrude, and merge polygon components. Use for individual geometry creation or editing operations inside Maya. Not for full asset export pipelines — use maya-pipeline for that. Not for USD scene inspection — use usd-tools for that.