| name | material-recipes |
| description | PBR material recipes for BlenderWeave — ready-to-use parameter sets for common materials like wood, metal, glass, concrete, fabric, and more. |
Material Recipes
Ready-to-use manage_materials parameter sets. All values are for Principled BSDF.
Metals
Polished Steel
manage_materials(action="create", name="Steel",
base_color=[0.55, 0.55, 0.56], metallic=1.0, roughness=0.15)
Brushed Aluminum
manage_materials(action="create", name="Aluminum",
base_color=[0.9, 0.9, 0.92], metallic=1.0, roughness=0.35)
Gold
manage_materials(action="create", name="Gold",
base_color=[1.0, 0.78, 0.34], metallic=1.0, roughness=0.2)
Copper
manage_materials(action="create", name="Copper",
base_color=[0.95, 0.64, 0.54], metallic=1.0, roughness=0.25)
Rusted Iron
manage_materials(action="create", name="RustedIron",
base_color=[0.44, 0.25, 0.15], metallic=0.6, roughness=0.85)
Note: Metallic materials need HDRI or bright environment for reflections. Check MAT lines — if they say "needs env reflections", add an HDRI with manage_world(action="set_hdri").
Glass & Transparents
Clear Glass
manage_materials(action="create", name="Glass",
base_color=[1.0, 1.0, 1.0], roughness=0.0, transmission=1.0, ior=1.45)
Frosted Glass
manage_materials(action="create", name="FrostedGlass",
base_color=[0.95, 0.95, 0.97], roughness=0.4, transmission=1.0, ior=1.45)
Colored Glass (green bottle)
manage_materials(action="create", name="GreenGlass",
base_color=[0.1, 0.4, 0.15], roughness=0.05, transmission=1.0, ior=1.52)
Water
manage_materials(action="create", name="Water",
base_color=[0.8, 0.9, 1.0], roughness=0.0, transmission=1.0, ior=1.33)
Note: Glass/transparent materials need objects behind them to look correct. The MAT line will show "needs objects behind" as a reminder. Place objects behind glass, or add a background.
Wood
Light Wood (pine/birch)
manage_materials(action="create", name="LightWood",
base_color=[0.76, 0.6, 0.42], metallic=0.0, roughness=0.5)
Dark Wood (walnut)
manage_materials(action="create", name="DarkWood",
base_color=[0.25, 0.15, 0.08], metallic=0.0, roughness=0.45)
Varnished Wood
manage_materials(action="create", name="VarnishedWood",
base_color=[0.4, 0.22, 0.1], metallic=0.0, roughness=0.2, coat_weight=0.7)
For realistic wood grain, use Poly Haven textures: download_polyhaven_asset(asset_id="wood_cabinet_worn_long", asset_type="textures") then set_texture.
Stone & Concrete
Concrete
manage_materials(action="create", name="Concrete",
base_color=[0.5, 0.48, 0.45], metallic=0.0, roughness=0.85)
Marble (white)
manage_materials(action="create", name="Marble",
base_color=[0.92, 0.9, 0.88], metallic=0.0, roughness=0.15)
Brick
manage_materials(action="create", name="Brick",
base_color=[0.55, 0.25, 0.18], metallic=0.0, roughness=0.75)
For textured stone/concrete, use Poly Haven: search_polyhaven_assets(asset_type="textures", categories="concrete").
Fabric & Organic
Cotton/Linen
manage_materials(action="create", name="Cotton",
base_color=[0.85, 0.82, 0.78], metallic=0.0, roughness=0.9)
Leather
manage_materials(action="create", name="Leather",
base_color=[0.35, 0.2, 0.1], metallic=0.0, roughness=0.6)
Skin (stylized)
manage_materials(action="create", name="Skin",
base_color=[0.8, 0.6, 0.5], metallic=0.0, roughness=0.5,
subsurface_weight=0.3)
Plastic & Rubber
Glossy Plastic
manage_materials(action="create", name="GlossyPlastic",
base_color=[0.8, 0.1, 0.1], metallic=0.0, roughness=0.15)
Matte Plastic
manage_materials(action="create", name="MattePlastic",
base_color=[0.3, 0.3, 0.35], metallic=0.0, roughness=0.6)
Rubber
manage_materials(action="create", name="Rubber",
base_color=[0.15, 0.15, 0.15], metallic=0.0, roughness=0.95)
Emissive
Neon Glow
manage_materials(action="create", name="Neon",
base_color=[0, 0, 0], metallic=0.0, roughness=0.5,
emission_color=[0.2, 0.8, 1.0], emission_strength=10.0)
Warm Light Bulb
manage_materials(action="create", name="WarmGlow",
base_color=[0, 0, 0], metallic=0.0, roughness=0.5,
emission_color=[1.0, 0.85, 0.6], emission_strength=5.0)
Color Ramp Patterns
For gradient materials, use manage_materials(action="edit_color_ramp"):
manage_materials(action="edit_color_ramp", material_name="Gradient",
node_name="Color Ramp",
stops=[
{"position": 0.0, "color": [0.1, 0.05, 0.02]},
{"position": 0.5, "color": [0.4, 0.2, 0.1]},
{"position": 1.0, "color": [0.8, 0.6, 0.4]}
])
Tips
- Always check MAT lines after assigning materials — they flag issues
- Use
render_region(object_name="...", resolution=512) to preview materials quickly
- Metallic + no HDRI = dull. Add environment lighting first.
- Glass + nothing behind = MAT shows "needs objects behind". Place background objects.
- For PBR textures from Poly Haven, use
set_texture instead of manual material creation