Blender Materials
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).
- Skill ID
- roble3/cc-blender-skill/blender-materials
- Publisher
- roble3
- Repository
- cc-blender-skill
- Installs
- 0
- Files
- 3
- Synced
- Sep 23, 2026
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.
roble3/cc-blender-skill/blender-materialsInstalls these files- SKILL.md
- evals/evals.json
- references/overview.md
What this skill tells the agent
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 0.2-0.5
│ → Roughness 0.6+, Sheen Roughness 0.5
│
└── Mirror / chrome (special metal)
→ Metallic=1.0, Roughness=0.02-0.05, near-white baseReference-look handoff
If the goal is to match an original/reference image rather than make a generally attractive render, chain-load reference-look-calibration. It owns measurement of hue/saturation/value, object extent, glow/aura color, and before/after look metrics. This skill should then apply the requested material/lighting/render changes within that calibrated target.
Recipes (the 12 to know)
Each recipe creates the material and assigns it to a target object. Replace 'GEO-target' with your actual object name.
set_input helper — required for some Blender 5.x BSDF inputs
In Blender 5.x's Principled BSDF v2, two inputs are flagged `enabled=False` in the data API: Weight and Subsurface IOR. These are reachable by iteration or index but not by string-key lookup — bsdf.inputs['Subsurface IOR'] raises KeyError even though the input exists and its value is respected at render time. This is a Blender 5.x quirk surfaced during v0.4.0 → v0.5.0 validation.
Use this helper whenever a recipe sets an input that might be in the disabled-but-functional state. It works on every input (enabled or not) and is forward-compatible if more inputs become disabled in future Blender versions:
def set_input(node, name, value):
"""Set a node input by name. Works on inputs with enabled=False
that fail string-key lookup (e.g. 'Subsurface IOR' on Blender 5.x).
"""
for inp in node.inputs:
if inp.name == name:
inp.default_value = value
return True
return FalseFor inputs that are reliably enabled (Base Color, Metallic, Roughness, IOR, Transmission Weight, Sheen Weight, etc.), direct string-key assignment still works fine — the helper is only required where an input is conditionally disabled. Recipe 9 (Skin) uses it because Subsurface IOR is one of the affected inputs.
Recipe 1 — Brushed steel
import bpy
mat = bpy.data.materials.new('MAT-steel_brushed')
mat.use_nodes = True
bsdf = mat.node_tree.nodes['Principled BSDF']
bsdf.inputs['Base Color'].default_value = (0.56, 0.57, 0.58, 1.0)
bsdf.inputs['Metallic'].default_value = 1.0
bsdf.inputs['Roughness'].default_value = 0.25
obj = bpy.data.objects['GEO-target']
if obj.data.materials:
obj.data.materials[0] = mat
else:
obj.data.materials.append(mat)
print(f"material:MAT-steel_brushed→{obj.name}")Recipe 2 — Polished gold
import bpy
mat = bpy.data.materials.new('MAT-gold_polished')
mat.use_nodes = True
bsdf = mat.node_tree.nodes['Principled BSDF']
bsdf.inputs['Base Color'].default_value = (1.022, 0.782, 0.344, 1.0)
bsdf.inputs['Metallic'].default_value = 1.0
bsdf.inputs['Roughness'].default_value = 0.05
bpy.data.objects['GEO-target'].data.materials.append(mat)
print('material:gold_polished')Recipe 3 — Polished copper
import bpy
mat = bpy.data.materials.new('MAT-copper_polished')
mat.use_nodes = True
bsdf = mat.node_tree.nodes['Principled BSDF']
bsdf.inputs['Base Color'].default_value = (0.926, 0.721, 0.504, 1.0)
bsdf.inputs['Metallic'].default_value = 1.0
bsdf.inputs['Roughness'].default_value = 0.05
bpy.data.objects['GEO-target'].data.materials.append(mat)
print('material:copper_polished')Recipe 4 — Mirror chrome
import bpy
mat = bpy.data.materials.new('MAT-chrome')
mat.use_nodes = True
bsdf = mat.node_tree.nodes['Principled BSDF']
bsdf.inputs['Base Color'].default_value = (0.55, 0.56, 0.55, 1.0)
bsdf.inputs['Metallic'].default_value = 1.0
bsdf.inputs['Roughness'].default_value = 0.02
bpy.data.objects['GEO-target'].data.materials.append(mat)
print('material:chrome')Recipe 5 — Clear glass
import bpy
mat = bpy.data.materials.new('MAT-glass_clear')
mat.use_nodes = True
bsdf = mat.node_tree.nodes['Principled BSDF']
bsdf.inputs['Base Color'].default_value = (1.0, 1.0, 1.0, 1.0)
bsdf.inputs['Metallic'].default_value = 0.0
bsdf.inputs['Roughness'].default_value = 0.0
bsdf.inputs['Transmission Weight'].default_value = 1.0
bsdf.inputs['IOR'].default_value = 1.5
bpy.data.objects['GEO-target'].data.materials.append(mat)
print('material:glass_clear')Recipe 6 — Frosted glass
import bpy
mat = bpy.data.materials.new('MAT-glass_frosted')
mat.use_nodes = True
bsdf = mat.node_tree.nodes['Principled BSDF']
bsdf.inputs['Base Color'].default_value = (1.0, 1.0, 1.0, 1.0)
bsdf.inputs['Transmission Weight'].default_value = 1.0
bsdf.inputs['IOR'].default_value = 1.5
bsdf.inputs['Roughness'].default_value = 0.3
bpy.data.objects['GEO-target'].data.materials.append(mat)
print('material:glass_frosted')Recipe 6b — Coloured glass (wine bottle, tinted vials, decorative glass)
Using only Base Color to tint Principled BSDF makes coloured glass look flat or metallic. Real coloured glass has volume absorption: light passing through gets tinted by the distance it travels, so thick parts look darker and thin parts look lighter. This is the depth-based richness that makes glass read as glass.
Pattern: keep the surface near-white with slight roughness, attach a Volume Absorption shader to the Material Output's Volume input.
import bpy
def set_input(node, name, value):
for inp in node.inputs:
if inp.name == name:
inp.default_value = value
return True
return False
mat = bpy.data.materials.new('MAT-glass_wine')
mat.use_nodes = True
nodes = mat.node_tree.nodes
links = mat.node_tree.links
bsdf = nodes['Principled BSDF']
output = nodes['Material Output']
# Surface: near-white with tiny roughness (breaks mirror-finish look)
set_input(bsdf, 'Base Color', (0.85, 0.95, 0.85, 1.0)) # near-white
set_input(bsdf, 'Metallic', 0.0)
set_input(bsdf, 'Roughness', 0.025) # critical: not 0.0; that looks metallic
set_input(bsdf, 'Transmission Weight', 1.0)
set_input(bsdf, 'IOR', 1.52) # bottle glass
# Volume Absorption — depth-based tint
volume = nodes.new('ShaderNodeVolumeAbsorption')
set_input(volume, 'Color', (0.10, 0.45, 0.18, 1.0)) # saturated wine-bottle green
set_input(volume, 'Density', 30.0) # higher = more colour over short distance
links.new(volume.outputs['Volume'], output.inputs['Volume'])
bpy.data.objects['GEO-target'].data.materials.append(mat)More from roble3
Use this skill in a project
Open any RiverX project, search the Skills panel for roble3/cc-blender-skill/blender-materials, and install it in one click.
