Individual skill

scenario-blender-texturing-shading

Use when texturing, shading or look-developing in Blender: building a PBR material from a texture set, displacement, procedural materials, edge wear, dirt, grime, color variation, decals, box or triplanar mapping on meshes without UVs, stylized character skin (subsurface, pores), eyes and cornea, hand-painted stylized textures, texture painting or painting masks headless. Also when a material looks plastic, CG, waxy or blown out, color spaces are wrong, or EEVEE and Cycles disagree.

skills/dcc/blender/scenario-blender-texturing-shading/SKILL.md

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Nov 9, 2026
License
MIT

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# Texturing and shading (Blender 5.2)

Expert shading is layered masks feeding physically plausible values: a clean base (scanned set or
flat colors), then contrasty black/white masks that place color, roughness, height and subsurface,
all editable in nodes. Values are judged under honest light in both engines, and baking comes last,
for portability. If a sibling skill named here is missing from your available skills, load it with
`skill_get` (Scenario MCP) or ask the user to install it
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag
the gap.

**REQUIRED BACKGROUND:** scenario-blender-expert (execution channel, review loop, 5.2 API changes).
Baking maps: scenario-blender-uv-baking. Lighting and final renders:
scenario-blender-lighting-rendering.
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