Blockbench Pbr Materials
Create and manage PBR (Physically Based Rendering) materials in Blockbench using MCP tools. Use when working with texture_set.json files, creating normal/height/MER maps, configuring material properties for Minecraft Bedrock RTX, or setting up multi-channel texture workflows.
Specification
- Skill ID
- jasonjgardner/blockbench-mcp-project/blockbench-pbr-materials
- Publisher
- jasonjgardner
- Repository
- blockbench-mcp-project
- Installs
- 0
- Files
- 1
- Synced
- Sep 23, 2026
How to use it
Open any RiverX project, open the Skills panel in the chat, and search for this identifier. The files are fetched from the source repository at install time.
jasonjgardner/blockbench-mcp-project/blockbench-pbr-materialsInstalls these files- SKILL.md
What this skill tells the agent
Blockbench PBR Materials
Create and manage PBR materials for Minecraft Bedrock RTX and other PBR workflows.
Available Tools
| Tool | Purpose |
|---|---|
create_pbr_material | Create new PBR material with texture channels |
configure_material | Configure material properties |
list_materials | List all PBR materials |
get_material_info | Get detailed material info |
import_texture_set | Import texture_set.json file |
assign_texture_channel | Assign texture to PBR channel |
save_material_config | Export texture_set.json |
PBR Channels
| Channel | Description | Format |
|---|---|---|
color | Base color/albedo | RGB texture |
normal | Normal map for surface detail | RGB (tangent space) |
height | Heightmap for parallax/displacement | Grayscale |
mer | Metalness/Emissive/Roughness packed | R=Metal, G=Emissive, B=Roughness |
Quick Start
Create Basic PBR Material
create_pbr_material: name="stone_pbr", textures={
color: "stone_color",
normal: "stone_normal"
}Create Full Material
create_pbr_material: name="gold_block", textures={
color: "gold_color",
normal: "gold_normal",
height: "gold_height",
mer: "gold_mer"
}Material Configuration
Set Material Properties
configure_material: material_id="stone_pbr", config={
metalness_emissive_roughness: {
metalness: 0.0,
emissive: 0.0,
roughness: 0.8
}
}Metallic Material
configure_material: material_id="gold_block", config={
metalness_emissive_roughness: {
metalness: 1.0,
emissive: 0.0,
roughness: 0.3
}
}Emissive Material (Glowing)
configure_material: material_id="glowstone", config={
metalness_emissive_roughness: {
metalness: 0.0,
emissive: 1.0,
roughness: 0.9
}
}Texture Assignment
Assign Individual Channel
assign_texture_channel: material_id="stone_pbr", channel="height",
texture_id="stone_heightmap"Replace Channel
assign_texture_channel: material_id="stone_pbr", channel="normal",
texture_id="stone_normal_v2"Import/Export
Import texture_set.json
import_texture_set: file_path="C:/packs/stone_texture_set.json"Export texture_set.json
save_material_config: material_id="stone_pbr",
output_path="C:/packs/textures/stone_texture_set.json"Querying Materials
List All Materials
list_materials
# Returns: [{uuid, name, textureCount, hasColor, hasNormal, hasHeight, hasMER}]Get Material Details
get_material_info: material_id="stone_pbr"
# Returns full channel assignments and configMER Texture Format
The MER channel packs three properties into RGB:
- R (Red): Metalness (0=dielectric, 1=metal)
- G (Green): Emissive intensity (0=none, 1=full glow)
- B (Blue): Roughness (0=smooth/shiny, 1=rough/matte)
Creating MER Texture
# Create blank MER texture
create_texture: name="block_mer", width=16, height=16,
fill_color=[0, 0, 204, 255] # Non-metal, no glow, 80% rough
# Paint metallic areas (R channel)
paint_with_brush: texture_id="block_mer", coordinates=[{x: 8, y: 8}],
brush_settings={color: "#FF0000", size: 4} # Metallic spot
# Paint glowing areas (G channel)
paint_with_brush: texture_id="block_mer", coordinates=[{x: 4, y: 4}],
brush_settings={color: "#00FF00", size: 2, blend_mode: "add"}Common Material Types
Stone/Rock
create_pbr_material: name="stone", textures={color: "stone_color", normal: "stone_normal"}
configure_material: material_id="stone", config={
metalness_emissive_roughness: {metalness: 0, emissive: 0, roughness: 0.9}
}Metal (Gold, Iron)
create_pbr_material: name="gold", textures={color: "gold_color", normal: "gold_normal", mer: "gold_mer"}
configure_material: material_id="gold", config={
metalness_emissive_roughness: {metalness: 1.0, emissive: 0, roughness: 0.25}
}Glass/Crystal
create_pbr_material: name="glass", textures={color: "glass_color"}
configure_material: material_id="glass", config={
metalness_emissive_roughness: {metalness: 0, emissive: 0, roughness: 0.05}
}Glowing Block
create_pbr_material: name="lamp", textures={color: "lamp_color", mer: "lamp_mer"}
configure_material: material_id="lamp", config={
metalness_emissive_roughness: {metalness: 0, emissive: 1.0, roughness: 0.8}
}Subsurface Scattering (Bedrock 1.21.30+)
configure_material: material_id="leaves", config={
subsurface_scattering: {
red: 0.3,
green: 0.8,
blue: 0.2
}
}Workflow Example
Complete Block Material
# 1. Create base textures
create_texture: name="brick_color", width=16, height=16
create_texture: name="brick_normal", width=16, height=16, fill_color="#8080FF"
create_texture: name="brick_mer", width=16, height=16, fill_color=[0, 0, 200, 255]
# 2. Paint textures (color, normal, mer)
paint_with_brush: texture_id="brick_color", ...
paint_with_brush: texture_id="brick_normal", ...
# 3. Create material
create_pbr_material: name="brick", textures={
color: "brick_color",
normal: "brick_normal",
mer: "brick_mer"
}
# 4. Configure
configure_material: material_id="brick", config={
metalness_emissive_roughness: {metalness: 0, emissive: 0, roughness: 0.85}
}
# 5. Export
save_material_config: material_id="brick", output_path="./textures/brick_texture_set.json"Tips
- Normal maps use tangent space (blue-ish color, RGB where B is up)
- Height maps are grayscale (white=high, black=low)
- MER channels can be painted separately or as a combined texture
- Use
list_materialsto see what's available - Always test in-game with RTX enabled for accurate preview
- Roughness 0 = mirror-like, Roughness 1 = completely diffuse
More from jasonjgardner
Use this skill in a project
Open any RiverX project, search the Skills panel for jasonjgardner/blockbench-mcp-project/blockbench-pbr-materials, and install it in one click.
