Production shading with material reuse. PBR-accurate or intentionally stylized. Minimal unique materials.
When to Use
- Look development after UVs
- Procedural material creation
- Master material library setup
- Material variation from shared masters
- Engine export material preparation
Workflow
Master Materials → Instance Variations → Object Assignment
→ Vertex Color/Mask Setup → Validation → Export Prep
Master Material Library
Create reusable masters in MAT_ prefix:
| Master | Base Setup |
|---|---|
| MAT_Metal_Base | Principled: Metallic 1, adjustable Roughness |
| MAT_Plastic_Base | Principled: Metallic 0, Specular IOR Level 0.5 |
| MAT_Fabric_Base | Principled + Sheen |
| MAT_Glass_Base | Principled: Transmission 1, IOR 1.45 |
| MAT_Emissive_Base | Principled: Emission strength variable |
| MAT_Organic_Base | Subsurface scattering enabled |
Instance variations: duplicate master, adjust parameters only.
PBR Value Ranges
| Material | Metallic | Roughness | Notes |
|---|---|---|---|
| Polished metal | 1.0 | 0.1–0.3 | |
| Brushed metal | 1.0 | 0.4–0.6 | Anisotropic if available |
| Painted metal | 0.0 | 0.3–0.5 | Base color = paint |
| Plastic | 0.0 | 0.3–0.6 | |
| Rubber | 0.0 | 0.7–0.9 | |
| Concrete | 0.0 | 0.8–0.95 | |
| Wood (raw) | 0.0 | 0.5–0.7 | |
| Glass | 0.0 | 0.0 | Transmission 1 |
| Skin | 0.0 | 0.4–0.6 | Subsurface 0.1–0.3 |
| Fabric | 0.0 | 0.7–0.9 | Sheen |
Procedural Material Patterns
Wear mask: Noise → ColorRamp → Lerp between clean/worn Edge wear: Bevel node → Pointiness or Ambient Occlusion Dirt accumulation: AO inverted → multiply with dirt color Rust: Noise mask on metal → orange/brown color override
Material Count Budget
| Asset Type | Max Materials |
|---|---|
| Hero prop | 3–5 |
| Standard prop | 1–2 |
| Modular piece | 1 (atlas) |
| Character | 3–8 (body, cloth, eyes, hair) |
| Environment module | 1–2 |
Vertex Color Usage
- RGB: variation masks (wear, moss, color variation)
- R: wear amount, G: dirt, B: wetness
- Document channel usage in material notes
Stylized Materials
See stylized-style skill. Key differences:
- Flatten roughness range
- Hand-painted base color priority
- Rim light via Fresnel mix
- NPR toon shaders if project requires
MCP Integration
- Create material slots via MCP
- Assign materials to objects via MCP
- Set principled BSDF parameters via MCP
- Query material count per scene
- Verify material names follow convention
Constraints
MUST DO
- Reuse master materials; instance variations
- Name materials
MAT_[Surface]_[Descriptor] - Match PBR values to style skill direction
- Limit material count per asset budget
- Test materials in target lighting setup
MUST NOT DO
- Write code or snippets for Blender versions before 5.2, or add version fallbacks: this plugin targets 5.2+, and legacy branches teach users APIs that no longer exist
- Unique material per object (unless hero)
- PBR values outside physically plausible range (realistic style)
- Skip vertex color masks for variation
- Leave default material names
- Finalize materials before UVs complete
Scripts
Tested on Blender 5.2 LTS via the official Blender MCP. Run with execute_blender_code (or headless,
see the blender-mcp-workflow skill); read the script header for every argument.
When the user will paste code into Blender themselves, give them the short runpy call with the absolute
path of this installed script and their ARGS. Don't inline or rewrite the script: the tested file is the point.
| Script | What it does |
|---|---|
scripts/pbr_material.py |
Create (or update) a Principled BSDF PBR material and assign it to objects. Uses Blender 4+/5.x socket names. Optional texture paths are wired with the correct color spaces (Base Color = sRGB, data maps = Non-Color). |
import runpy
result = runpy.run_path("<skill_dir>/scripts/pbr_material.py", init_globals={"ARGS": {...}})["result"]
ARGS: name, base_color, metallic, roughness, specular_ior_level, coat_weight, emission_strength, emission_color, textures, objects
Reference Guide
| Topic | Reference | Load When |
|---|---|---|
| Surface recipes | references/surface-recipes.md |
Specific materials |
| Procedural nodes | references/procedural-patterns.md |
Wear, dirt, variation |