Agent Skills › EL4CTEO/blender-skills › blender-pbr-materials

blender-pbr-materials

GitHub

提供Blender PBR材质制作规范,涵盖Principled BSDF参数设置、色彩空间管理及ORM通道打包。支持通过脚本快速生成物理准确材质,确保渲染与引擎导出的一致性。

skills/blender-pbr-materials/SKILL.md EL4CTEO/blender-skills

触发场景

创建或修复3D材质 配置纹理色彩空间 准备引擎导出资源

安装

npx skills add EL4CTEO/blender-skills --skill blender-pbr-materials -g -y
更多选项

不安装直接使用

npx skills use EL4CTEO/blender-skills@blender-pbr-materials

指定 Agent (Claude Code)

npx skills add EL4CTEO/blender-skills --skill blender-pbr-materials -a claude-code -g -y

安装 repo 全部 skill

npx skills add EL4CTEO/blender-skills --all -g -y

预览 repo 内 skill

npx skills add EL4CTEO/blender-skills --list

SKILL.md

Frontmatter
{
    "name": "blender-pbr-materials",
    "license": "MIT",
    "metadata": {
        "author": "blender-agent-skills",
        "version": "1.2.0"
    },
    "description": "Physically based materials in Blender 5.3 - metal\/roughness rules, Principled BSDF inputs, color spaces (sRGB vs Non-Color), measured albedo\/F0 values, texture-set auto-wiring, ORM channel packing, DirectX vs OpenGL normals, alpha modes, displacement, view transforms (AgX, Khronos PBR Neutral), engine-ready material rules. Use when creating, fixing, or exporting materials and textures."
}

PBR Materials

The execution model is in blender-core. Measured values are in references/pbr-values.md.

Fast paths

  • Texture set → material: scripts/build_pbr_material.py -- --name M_Crate --textures //tex/crate --objects SM_Crate. It detects maps by filename (Poly Haven, ambientCG, Substance, UE suffixes), sets color spaces, splits ORM, flips DirectX normals, and routes AO to glTF.
  • Solid physically-plausible material: --preset gold|iron|plastic|rubber|wood|glass|skin|... with an optional --color R G B (sRGB).

The rules (violations are what make renders look "CG")

  1. Metallic is binary: 0 (dielectric) or 1 (raw metal). Use in-between values only on transition pixels (dust or rust edges on metal). Painted metal counts as dielectric.
  2. Base color = albedo with no lighting: no baked shadows/AO/highlights. Dielectric range is sRGB ~30–240 (linear 0.012–0.87): charcoal ≈ 50, fresh snow ≈ 240. Metals: base color = F0 reflectance, sRGB 180–255, never dark.
  3. Roughness carries the realism. Break it up with grunge, smudges and wear. A constant roughness value looks fake; vary it ±0.1–0.2 across a surface.
  4. Color spaces: Base Color and Emission use sRGB. Roughness, Metallic, Normal, AO, Height, Opacity and ORM use Non-Color. A wrong color space is the #1 bug (washed-out normals, wrong roughness).
  5. Specular: leave IOR 1.5 and Specular IOR Level 0.5 for almost all dielectrics. Change IOR only for known materials (water 1.33, glass 1.5, diamond 2.42).
  6. Normal maps: Blender, glTF, Unity and Roblox use OpenGL (Y+). Unreal and Substance's DirectX preset use DirectX (Y-), so flip G when converting. The bake and the target must use the same tangent basis (MikkTSpace) and the same triangulation.
  7. AO: the Principled BSDF has no AO input. For engines, ship AO in the ORM red channel. For Cycles renders, don't multiply AO into base color, because the renderer computes occlusion.

Principled BSDF (5.2) quick map

Base Color, Metallic, Roughness, IOR, Alpha, Normal, Thin Wall (5.2: leaves/paper/fabric sheets without volume), Subsurface Weight/Radius/Scale (skin, wax; Scale in meters ≈ 0.005–0.02 for skin), Specular IOR Level, Specular Tint, Anisotropic, Transmission Weight (glass/liquids), Coat Weight/Roughness/Normal (car paint, varnish), Sheen Weight (cloth, velvet), Emission Color/Strength (strength in W/m²-ish units; 1–10 for screens, 50+ for bulbs), Thin Film Thickness/IOR (soap, oil, coated lenses), Diffuse Roughness, Transmission Dispersion Scale/Abbe Number (5.3: gems, prisms; Abbe ≈ 64 crown glass, 55 diamond, 30–40 flint glass; lower = more color fringing). 5.3 transmission also follows Anisotropic.

Engine export rules

Target Maps Packing Normal
glTF / web / Godot baseColor(+alpha), metallicRoughness, normal, occlusion, emissive glTF: R=AO G=Rough B=Metal (ORM) OpenGL
Unreal BaseColor, Normal, ORM R=AO G=Rough B=Metal DirectX (UE flips on import if the texture is marked)
Unity URP/HDRP BaseMap, Normal, MetallicSmoothness / HDRP MaskMap URP: R=Metal A=Smoothness (1-rough). HDRP Mask: R=Metal G=AO B=DetailMask A=Smoothness OpenGL
Roblox SurfaceAppearance ColorMap(+alpha), NormalMap, MetalnessMap, RoughnessMap, EmissiveMaskContent separate grayscale maps, no packing OpenGL, tangent space
  • Only image-texture → BSDF chains export. Procedural nodes, Mix nodes and math become nothing in engines, so bake them first (blender-texture-baking).
  • One material per texture set. Every extra material is an extra draw call (blender-game-optimization).
  • Power-of-two textures (512/1024/2048/4096). Use PNG/TGA for data maps, never JPEG for normals.

Alpha

mat.surface_render_method = "DITHERED" (cutout/alpha-clip, sorts correctly, good for foliage/hair cards) or "BLENDED" (true transparency, glass/UI). Connect Alpha. glTF exports CLIP/BLEND from the alpha setup. Prefer dithered/clip for games.

Displacement

Height map → Displacement node → Material Output Displacement. mat.displacement_method: BUMP (shading only, everywhere), BOTH/DISPLACEMENT (Cycles, needs dense or adaptively subdivided geometry: Subdivision modifier use_adaptive_subdivision). Scale is in meters; midlevel 0.5 for 8-bit, 0 for 32-bit EXR.

View transform (judge materials under the right one)

scene.view_settings.view_transform: AgX (default, photographic), Khronos PBR Neutral (what-you-see-is-the-albedo; use for asset/product review and glTF parity), Standard (UI/graphics/textures that must match pixels), ACES 1.3/2.0 (VFX pipelines). Never bake or author textures while looking through Filmic/AgX with an extreme "Look".

Procedural → texture

Procedural setups (noise/voronoi wear, curvature masks via Geometry > Pointiness (Cycles) or Ambient Occlusion node, edge wear via Bevel node normals) are fine for renders. For engines, bake them to the texture set (blender-texture-baking). Node Wrangler (bundled) Ctrl+Shift+T does the same as build_pbr_material.py, but needs the UI.

Gotchas

  • material.use_nodes is deprecated in 5.x. New materials already have Principled + Output.
  • mat.diffuse_color only affects the viewport (Solid mode/workbench), not renders or export.
  • Images loaded headless need image.colorspace_settings.name set before baking or export.
  • Shared texture images used by several materials: change the color space once, because it's per image.

版本历史

  • b1b21df 当前 2026-11-15 13:19

同 Skill 集合

skills/blender-addon-development/SKILL.md
skills/blender-animation/SKILL.md
skills/blender-asset-qa/SKILL.md
skills/blender-character-rigging/SKILL.md
skills/blender-clothing/SKILL.md
skills/blender-core/SKILL.md
skills/blender-environment-kits/SKILL.md
skills/blender-export-pipelines/SKILL.md
skills/blender-facial-shapekeys/SKILL.md
skills/blender-game-optimization/SKILL.md
skills/blender-geometry-nodes/SKILL.md
skills/blender-hair-grooming/SKILL.md
skills/blender-hardsurface-modeling/SKILL.md
skills/blender-lighting-lookdev/SKILL.md
skills/blender-pipeline-automation/SKILL.md
skills/blender-rendering/SKILL.md
skills/blender-retopology-uv/SKILL.md
skills/blender-scene-setup/SKILL.md
skills/blender-sculpting/SKILL.md
skills/blender-simulation/SKILL.md
skills/blender-stylized-npr/SKILL.md
skills/blender-texture-baking/SKILL.md
skills/blender-texturing/SKILL.md
skills/blender-time-of-day/SKILL.md
skills/blender-video-editing/SKILL.md
skills/blender-weather-fx/SKILL.md
skills/blender-workflow-recipes/SKILL.md

元信息

文件数
0
版本
b1b21df
Hash
6c02bc13
收录时间
2026-11-15 13:19

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