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material-recipes
PBR material recipes for BlenderWeave — ready-to-use parameter sets for common materials like wood, metal, glass, concrete, fabric, and more.
用 Codex 或 Claude 帮你安装 复制这段 Prompt,粘贴到 Codex、Claude 或其他助手里,让它检查 Skill 页面并帮你完成安装。
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PBR material recipes for BlenderWeave — ready-to-use parameter sets for common materials like wood, metal, glass, concrete, fabric, and more.
用 Codex 或 Claude 帮你安装 复制这段 Prompt,粘贴到 Codex、Claude 或其他助手里,让它检查 Skill 页面并帮你完成安装。
基于 SOC 职业分类
| 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. |
Ready-to-use manage_materials parameter sets. All values are for Principled BSDF.
manage_materials(action="create", name="Steel",
base_color=[0.55, 0.55, 0.56], metallic=1.0, roughness=0.15)
manage_materials(action="create", name="Aluminum",
base_color=[0.9, 0.9, 0.92], metallic=1.0, roughness=0.35)
manage_materials(action="create", name="Gold",
base_color=[1.0, 0.78, 0.34], metallic=1.0, roughness=0.2)
manage_materials(action="create", name="Copper",
base_color=[0.95, 0.64, 0.54], metallic=1.0, roughness=0.25)
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").
manage_materials(action="create", name="Glass",
base_color=[1.0, 1.0, 1.0], roughness=0.0, transmission=1.0, ior=1.45)
manage_materials(action="create", name="FrostedGlass",
base_color=[0.95, 0.95, 0.97], roughness=0.4, transmission=1.0, ior=1.45)
manage_materials(action="create", name="GreenGlass",
base_color=[0.1, 0.4, 0.15], roughness=0.05, transmission=1.0, ior=1.52)
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.
manage_materials(action="create", name="LightWood",
base_color=[0.76, 0.6, 0.42], metallic=0.0, roughness=0.5)
manage_materials(action="create", name="DarkWood",
base_color=[0.25, 0.15, 0.08], metallic=0.0, roughness=0.45)
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.
manage_materials(action="create", name="Concrete",
base_color=[0.5, 0.48, 0.45], metallic=0.0, roughness=0.85)
manage_materials(action="create", name="Marble",
base_color=[0.92, 0.9, 0.88], metallic=0.0, roughness=0.15)
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").
manage_materials(action="create", name="Cotton",
base_color=[0.85, 0.82, 0.78], metallic=0.0, roughness=0.9)
manage_materials(action="create", name="Leather",
base_color=[0.35, 0.2, 0.1], metallic=0.0, roughness=0.6)
manage_materials(action="create", name="Skin",
base_color=[0.8, 0.6, 0.5], metallic=0.0, roughness=0.5,
subsurface_weight=0.3)
manage_materials(action="create", name="GlossyPlastic",
base_color=[0.8, 0.1, 0.1], metallic=0.0, roughness=0.15)
manage_materials(action="create", name="MattePlastic",
base_color=[0.3, 0.3, 0.35], metallic=0.0, roughness=0.6)
manage_materials(action="create", name="Rubber",
base_color=[0.15, 0.15, 0.15], metallic=0.0, roughness=0.95)
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)
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)
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]}
])
render_region(object_name="...", resolution=512) to preview materials quicklyset_texture instead of manual material creationCommon Blender workflow patterns for BlenderWeave — game-ready pipelines, scene building, iteration loops, import/export, and production techniques.
Professional lighting setups for BlenderWeave — three-point, studio, product, architectural, and dramatic lighting recipes with manage_lights parameters.
Auto-create and apply materials to unmaterialed objects
Perspicacity scene perception DSL — structured 3D spatial awareness for AI. Reference for reading and reasoning about .picacia format output.
Quick save with snapshot and auto-generated filename
Set up and execute a render of the current camera view