texturing-pipeline

texturing-pipeline is a skill for Claude Code from jenkinsm13/metashape-mcp. It costs 56 tokens per session (2,003 once invoked), scanned A, original, MIT.

A workflow for preparing image textures for a 3D model in Metashape, a photogrammetry tool that builds models from photographs. It covers surface layout, texture creation, color correction, and quality settings.

In plain words
What is it for?
Use it after building and cleaning a mesh and before exporting it for a game engine, web viewer, printed model, terrain survey, or similar use.
Why use it?
It helps avoid blurry textures, visible seams, ghosting, color changes, and settings that do not fit the intended output.

Skill for Claude Code

Written for Claude Code: user-invocable in frontmatter.

Part of the metashape-mcp plugin — 12 skills, 8 agents, 2 hooks, 1 MCP server shipped together

Good fit Use it after building and cleaning a mesh and before exporting it for a game engine, web viewer, printed model, terrain survey, or similar use.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/jenkinsm13/metashape-mcp/texturing-pipeline
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 jenkinsm13/metashape-mcp --skill texturing-pipeline
Clone the repo
git clone --depth 1 https://github.com/jenkinsm13/metashape-mcp

Made for: Claude Code.

Or install metashape-mcp, the plugin that ships this one along with the rest of its 12 skills, 8 agents, 2 hooks, 1 MCP server.

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 texturing-pipeline

README.md
[![agentmods](https://agentmods.dev/badge/skills/jenkinsm13/metashape-mcp/texturing-pipeline/github.svg)](https://agentmods.dev/skills/jenkinsm13/metashape-mcp/texturing-pipeline)
Your own site
<a href="https://agentmods.dev/skills/jenkinsm13/metashape-mcp/texturing-pipeline"><img src="https://agentmods.dev/badge/skills/jenkinsm13/metashape-mcp/texturing-pipeline/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 texturing-pipeline

Your own site · 80×15
<a href="https://agentmods.dev/skills/jenkinsm13/metashape-mcp/texturing-pipeline"><img src="https://agentmods.dev/badge/skills/jenkinsm13/metashape-mcp/texturing-pipeline.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 56 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 2,003 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 $0.00056 $0.02003
Opus 5 $0.00028 $0.01001
Sonnet 5 $0.00011 $0.00401
Haiku 4.5 $0.00006 $0.00200

Measured 11d ago against content hash 3872648bf447, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-10, from the pricing page.

Security

Grade A, and why

texturing-pipeline 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 11d 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/texturing-pipeline/SKILL.md · 233 lines

How it starts

The opening of the file, as written. The whole thing — 233 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Texturing Pipeline

Overview

Generate photo-realistic texture atlases for 3D meshes in Metashape. Covers UV mapping, texture generation, color calibration, and quality optimization. This skill is used AFTER mesh building and BEFORE export.

When to Use

  • After mesh is built and cleaned, ready for texturing
  • When choosing texture settings for a specific output (game engine, web viewer, print)
  • When texture quality is poor (blurry, seams, ghosting, color shifts)
  • When re-texturing after mesh edits

Prerequisites

  • Mesh exists in chunk (get_model_stats() should return data)
  • Cameras aligned with good reprojection error (<1.0 px)
  • Mesh cleaned of artifacts (run clean_model first)

Standard Texture Pipeline

Step 1: Build UV Map

build_uv(
    mapping_mode="generic",
    texture_size=8192
)

UV mapping modes:

Mode Best For Trade-offs
generic General purpose, arbitrary geometry Good balance of distortion and coverage
adaptive_orthophoto Terrain, aerial surveys Optimized for top-down viewing
orthophoto Flat surfaces, DEM overlay Only works for near-planar geometry
camera Single-camera texturing Uses one camera's projection

For road corridors: generic is the right choice. The geometry is too complex (walls, overhangs, road surface) for orthophoto modes.

Step 2: Build Texture Atlas

build_texture(
    blending_mode="natural",
    texture_size=8192,
    ghosting_filter=True
)

You may also pass anti_aliasing, or if you are baking from another model (e.g. you decimated a high‑res mesh and want to reuse its texture) include source_model_key=<int>, transfer_texture=True, and source_data="model". When using a source model the blending mode must be "mosaic" to avoid assertion errors in Metashape 2.3+.

Step 3: (Optional) Color Calibration

If colors look inconsistent across the mesh:

calibrate_colors(
    source_data="model"
)

Read the full file on GitHub · 233 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. 11d ago First seen · 233 lines · 56 tokens per session scan A 3872648bf447

Subscribe to this mod's changes

texturing-pipeline is a skill published in the GitHub repository jenkinsm13/metashape-mcp (34 stars, last pushed 4mo ago), licensed MIT. It adds 56 tokens to every session and 2,003 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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