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 sideshowroberto/vfx-agent-toolkit --skill blender-materials-shadersgit clone --depth 1 https://github.com/sideshowroberto/vfx-agent-toolkitWrote 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/sideshowroberto/vfx-agent-toolkit/blender-materials-shaders)<a href="https://agentmods.dev/skills/sideshowroberto/vfx-agent-toolkit/blender-materials-shaders"><img src="https://agentmods.dev/badge/skills/sideshowroberto/vfx-agent-toolkit/blender-materials-shaders/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/sideshowroberto/vfx-agent-toolkit/blender-materials-shaders"><img src="https://agentmods.dev/badge/skills/sideshowroberto/vfx-agent-toolkit/blender-materials-shaders.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 | $0.00054 | $0.03113 |
| Opus 5.5 | $0.00022 | $0.01245 |
| Sonnet 5.5 | $0.00011 | $0.00623 |
| Haiku 4.5 | $0.00005 | $0.00311 |
Grade A, and why
blender-materials-shaders scanned grade A with 1 finding 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 today.
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.
Makes network callslowCapability
Not a fault in itself. Listed so you know the mod talks to something, and to what.
- Removed HTTP Bridge requirements and curl steps How it starts
The opening of the file, as written. The whole thing — 356 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Blender Materials & Shaders Skill
Version: 2.1.2 Last Updated: 2026-10-09 Dependencies: Blender 5.1+
Breaking Changes (4.5+ / 5.1+)
import bpy
# Render engine (5.1+)
bpy.context.scene.render.engine = 'BLENDER_EEVEE_NEXT' # Not 'BLENDER_EEVEE'
# Principled BSDF input names changed in 4.5.0 - use names not indices
bsdf.inputs['Transmission Weight'].default_value = 1.0 # was 'Transmission'
bsdf.inputs['Subsurface Weight'].default_value = 0.2 # was 'Subsurface'
bsdf.inputs['Emission Color'].default_value = (1,1,1,1) # was 'Emission'
bsdf.inputs['Base Color'].default_value = (0.8, 0.2, 0.2, 1.0)
Procedural texturing on parametric geometry (loop-gauntlet lessons, 2026-09-10)
- Use Texture Coordinate > Object, not the default Generated coordinates, for procedural textures on parametric architecture. A Noise texture on Generated coordinates stretched into streaks on 120-segment arc rings and long boxes; Object coordinates are metric and isotropic because all objects share the world origin.
- Caveat: Object coordinates are relative to the object, so changing the object's transform changes the material. Applying transforms, joining, realising instances, baking to world space or re-centring the origin silently changes the scale, orientation or phase of every pattern fed by Texture Coordinate > Object - no error, and the geometry numbers (face count, bounding box, part count) still pass. Two relatives: a procedural node with an unlinked Vector input uses Generated coordinates (the mesh bounding box), and Geometry > Position is world space. Before applying or baking, list the materials that read any of these (check inside node groups too). Either keep the transform, or store the evaluated object-space coordinates as a FLOAT_VECTOR point attribute BEFORE the bake and replace every linked Object output with the Vector output of an Attribute node (type Geometry, that attribute name). Read-back: render the same camera rig from the source and from the result and compare the images, or sample one pixel - a mean absolute difference of 1.1e-3 against 1.5e-4 once fixed was invisible by eye at 512 px and was the only signal.
- Brick texture reads the X/Y of its input vector - it is planar in that plane, not aligned to the surface it is applied to. On a wall lying in the YZ plane a Brick texture produces blotches instead of coursing. Build a Z-based course mask instead (SeparateXYZ > multiply > fract > less-than > bump) - it works on every wall orientation and lines up scene-wide.
- A texture that shares a shader with an already-accepted plate must share its histogram. Before assigning a new image plate to a shader slot that an accepted plate already uses, match the new plate's luminance mean and standard deviation to the accepted one (a two-line PIL script: read both images, scale/offset the new one to match mean and std). Two extra relief plates with greyscale means of 126 and 172 against an accepted plate's 181 rendered as dark grey stone instead of matching stone, costing a full iteration before the mismatch was found.
- A photo's surface grain becomes an unwanted bump map at close range. A photo-derived plate used as colour-plus-bump reads as rough bark texture when the nearest matched camera is close (about 2 m); reserve photo-derived plates for bands whose nearest camera is several metres away, and use the smoothest (e.g. generated) plate on close-up bands.
What ships with it
3 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.
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.
- today First seen · 356 lines · 54 tokens per session scan A bcf423e505a6
blender-materials-shaders is a skill published in the GitHub repository sideshowroberto/vfx-agent-toolkit (16 stars, last pushed 22d ago), licensed MIT. It adds 54 tokens to every session and 3,113 once invoked, about $0.0002 per session on Opus 5.5. A static security scan graded it A with 1 finding (makes network calls). No closer match exists in the catalogue, so it is treated as the original; first seen 2026-11-02.
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