blender-materials

blender-materials is a skill for Claude Code from RobLe3/cc-blender-skill. It costs 184 tokens per session (5,948 once invoked), scanned A, original, MIT.

A Blender material guide for assigning physically based materials through the Principled BSDF shader. It includes recipes for metals, glass, plastic, fabric, skin, wood, and other surfaces.

In plain words
What is it for?
Use it to create metal, glass, plastic, fabric, skin, organic, wood, stone, and coated surfaces with suitable color, roughness, reflection, transmission, or subsurface settings.
Why use it?
Consistent material settings help a model look believable in Blender and transfer more reliably to formats such as glTF.

Skill for Claude Code

Written for Claude Code: allowed-tools in frontmatter.

Good fit Use it to create metal, glass, plastic, fabric, skin, organic, wood, stone, and coated surfaces with suitable color, roughness, reflection, transmission, or subsurface settings.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/roble3/cc-blender-skill/blender-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 RobLe3/cc-blender-skill --skill blender-materials
Clone the repo
git clone --depth 1 https://github.com/RobLe3/cc-blender-skill

Made for: Claude Code.

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 blender-materials

README.md
[![agentmods](https://agentmods.dev/badge/skills/roble3/cc-blender-skill/blender-materials/github.svg)](https://agentmods.dev/skills/roble3/cc-blender-skill/blender-materials)
Your own site
<a href="https://agentmods.dev/skills/roble3/cc-blender-skill/blender-materials"><img src="https://agentmods.dev/badge/skills/roble3/cc-blender-skill/blender-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 blender-materials

Your own site · 80×15
<a href="https://agentmods.dev/skills/roble3/cc-blender-skill/blender-materials"><img src="https://agentmods.dev/badge/skills/roble3/cc-blender-skill/blender-materials.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 184 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 5,948 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. Third-party audits
  • Socket pass 12 May 2026
  • Snyk pass 12 May 2026
How audits are shown
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 $0.00184 $0.05948
Opus 5 $0.00092 $0.02974
Sonnet 5 $0.00037 $0.01190
Haiku 4.5 $0.00018 $0.00595

Measured 9d ago against content hash 031178153480, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-08, from the pricing page.

Security

Grade A, and why

blender-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 9d 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.

Origin

Copies of this mod

1 near-identical copy found in the catalogue:

plugin/skills/blender-materials/SKILL.md · 503 lines

How it starts

The opening of the file, as written. The whole thing — 503 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Blender Materials

Apply physically-based materials to objects. Use only Principled BSDF — it's the only shader that exports cleanly to glTF and matches what other DCC tools expect.

The metallic switch — never an in-between

The single most-important rule: Metallic is a switch, not a slider. Set it to 0.0 (dielectric: plastic, wood, glass, skin) or 1.0 (metal: steel, gold, copper). Values between 0.2 and 0.8 are almost always wrong; they produce energy-non-conservative renders that look "plasticky."

Exception: dark mirror lenses (sunglasses) use ~0.8 to combine strong reflection with slight tint — that's a stylistic choice, not strict PBR.

Decision tree

What is it made of?
├── Raw metal (steel, gold, copper, etc.)
│   → Metallic=1.0, Base Color = F0 reflectance from physicallybased.info
│   → Roughness controls polish (0.05 mirror → 0.4 brushed → 0.7+ weathered)
│
├── Glass / clear / refractive
│   → Metallic=0, Transmission=1.0, IOR=1.5 (glass), Roughness=0.0
│   → Add Volume Absorption for thick tinted glass
│
├── Plastic / wood / stone (dielectric, opaque)
│   → Metallic=0, IOR=1.45 (plastic) or 1.5 (most others)
│   → Roughness per finish (0.15 glossy / 0.6 matte)
│   → Coat Weight 0.5+ for varnished/lacquered surfaces
│
├── Skin / wax / marble (subsurface scattering)
│   → Metallic=0, Subsurface Weight=1.0
│   → Subsurface Radius RGB tuned per material (skin: red scatters deepest)
│
├── Cloth / fabric (sheen)
│   → Metallic=0, Sheen Weight 0.2-0.5
│   → Roughness 0.6+, Sheen Roughness 0.5
│
└── Mirror / chrome (special metal)
    → Metallic=1.0, Roughness=0.02-0.05, near-white base

Reference-look handoff

If the goal is to match an original/reference image rather than make a generally attractive render, chain-load reference-look-calibration. It owns measurement of hue/saturation/value, object extent, glow/aura color, and before/after look metrics. This skill should then apply the requested material/lighting/render changes within that calibrated target.

Read the full file on GitHub · 503 lines

Files

What ships with it

2 files beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.

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. 9d ago First seen · 503 lines · 184 tokens per session scan A 031178153480

Subscribe to this mod's changes

blender-materials is a skill published in the GitHub repository RobLe3/cc-blender-skill (53 stars, last pushed 4mo ago), licensed MIT. It adds 184 tokens to every session and 5,948 once invoked, about $0.0009 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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