blender-materials skillA
blender-materials is agent-read markdown (skill) from max-786/claude-3d-harness: Create and assign PBR materials in Blender via Principled BSDF — metals, glass, plastic, fabric, skin, organics. Covers physically-based material recipes with real-world values, Coat layer (varnish/car paint), Sheen (cloth), Subsurface scattering (skin/wax), Transmission (glass), and procedural patterns (wood grain, marble, fabric weave). Use whenever the user asks to "make it look like X material", "give it a metallic finish", "apply a wood texture", "make this glass / plastic / brushed steel /.
Indexed from public GitHub and served as immutable, content-addressed versions. Install it pinned to an exact SHA-256 with the mdr CLI, and every file is verified against the hash recorded here before it reaches your agent. The deterministic audit below grades the latest version, and the same file always earns the same grade.
What the file says
# 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) …
Read the whole file at its exact version.
How to install
mdr add max-786/claude-3d-harness/blender-materials@git:20260921.d4bf893mdr add max-786/claude-3d-harness/blender-materials@sha256:031178153480c4b2Pin to a label to follow the author's releases, or to a sha256 to freeze the exact bytes forever. Either way the resolved hash is written to mdr.lock, and mdr install reproduces it on any machine.
[](https://markdownregistry.com/a/art_dcut3lz6b3e5vdba)
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Versions
Audit of the latest version
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- pass: Frontmatter declares a name
- pass: Frontmatter declares a description
- pass: Size between 200 bytes and 200 KB (21246 bytes)
- pass: No zero-width or bidi control characters
- pass: No instruction hidden inside an HTML comment
- pass: No link to an exfiltration or paste host
- pass: No credential-shaped string
- pass: No instruction to send local credentials anywhere
- pass: No text hidden with inline styles
- pass: No prompt-injection phrasing
- pass: No curl or wget piped into a shell
- pass: No recursive delete of root, home or parent
- pass: No instruction to read or print local credentials
- pass: No base64 blob over 200 characters
- pass: No link to a raw IP address
- pass: No script tag
Source
max-786/claude-3d-harness · 6 stars · license MIT · pushed 2026-09-21 · branch main
API
GET https://markdownregistry.com/api/v1/artifacts/art_dcut3lz6b3e5vdba GET https://markdownregistry.com/api/v1/resolve?ref=max-786/claude-3d-harness/blender-materials GET https://markdownregistry.com/api/v1/blob/031178153480c4b2f7fe7a7c7a595d324c238ed16e1a3d752d9301e67e2308b3
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