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
Source commit f29bf06ab89088695ed3431ac99d20a090441a2f
What was checked
- Matches the observed repository HEAD
- Yes
- Scanner rules are current
- Yes
- Repository scan complete
- No
- Skill scan complete
- No
- Observed behavior
- Network or broad shell
- Last checked
- Nov 9, 2026
These are observations at the recorded commit, not a guarantee of safety. Review the source before running it.
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Repository context
- Repository stars (not skill ratings)
- 3,658
- Repository last updated
- Nov 9, 2026
- License
- MIT
Observed agent integration: No specific integration evidence. Standard SKILL.md installation does not imply verified compatibility.
- agent-skills Repository topic
- blender Repository topic
- claude-code Repository topic
- claude-skills Repository topic
- codex Repository topic
- game-assets Repository topic
- game-development Repository topic
- generative-ai Repository topic
- image-generation Repository topic
- mcp Repository topic
- engineering Derived category
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SKILL.mdcore · 15,909 bytesSKILL.mdcore · 15,909 bytesSKILL.mdcore · 15,909 bytesSKILL.mdcore · 15,909 bytesSKILL.mdcore · 15,909 bytesSKILL.mdcore · 15,909 bytesSKILL.mdcore · 15,909 bytesreferences/critique.mddoc · 5,892 bytesreferences/expert-notes.mddoc · 28,396 bytesreferences/procedures.mddoc · 31,517 bytesreferences/sources.mddoc · 11,482 bytesscripts/bx_materials.pyruns · 87,244 bytes
Read excerpt
# 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.