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 jenkinsm13/metashape-mcp --skill texturing-pipelinegit clone --depth 1 https://github.com/jenkinsm13/metashape-mcpWrote 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/jenkinsm13/metashape-mcp/texturing-pipeline)<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.
<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>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 | $0.00056 | $0.02003 |
| Opus 5 | $0.00028 | $0.01001 |
| Sonnet 5 | $0.00011 | $0.00401 |
| Haiku 4.5 | $0.00006 | $0.00200 |
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.
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_modelfirst)
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"
)
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.
- 11d ago First seen · 233 lines · 56 tokens per session scan A 3872648bf447
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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