← ClaudeAtlas

blender-materialslisted

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 / leather / skin", or any look-development request. Make sure to use this skill even if the user does not say "material" — also covers "make it shiny", "matte finish", "looks like copper", "rough surface". Works with any geometry; pairs with blender-lighting (materials only look right under proper lighting).
MAX-786/claude-3d-harness · ★ 6 · AI & Automation · score 74
Install: claude install-skill MAX-786/claude-3d-harness
# 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