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).
How do I install this agent skill?
npx skills add https://github.com/roble3/cc-blender-skill --skill blender-materialsIs this agent skill safe to install?
- Gen Agent Trust Hubpass
The skill provides Python recipes for creating Blender materials. It possesses an indirect prompt injection vulnerability where user-supplied object names are placed directly into code templates without validation, potentially allowing code execution within the Blender environment.
- Socketpass
No alerts
- Snykpass
Risk: LOW · No issues
What does this agent skill do?
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 base
Reference-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 False
For 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)
print('material:glass_wine_volume_absorption')
Tuning Density: 0–10 = very subtle tint (clear bottle); 20–40 = clear bottle-green or amber; 60–100+ = nearly opaque (cobalt-blue medicine bottle).
Tuning Color: invert intuition — the volume Color is what gets removed from passing light, so for "wine green" use saturated green; for "amber" use saturated yellow-orange.
Other coloured-glass examples (density values updated v0.9.0 after subject-class lighting fix):
| Name | Volume Color | Density | Surface tint |
|---|---|---|---|
| Wine bottle (deep green) | (0.05, 0.32, 0.10) | 80 | near-white |
| Pale tinted (clear vial) | (0.10, 0.45, 0.18) | 15 | near-white |
| Champagne / pale gold | (0.85, 0.65, 0.30) | 25 | near-white |
| Cobalt blue (medicine bottle) | (0.10, 0.20, 0.85) | 80 | near-white |
| Amber / brown beer bottle | (0.80, 0.40, 0.10) | 70 | near-white |
| Ruby red | (0.85, 0.10, 0.15) | 100 | near-white |
Density tuning rule of thumb under neutral/glass-class lighting:
- Density 5–15 = subtle hint of colour (clear + tinted)
- Density 30–50 = medium tint visible at thin sections
- Density 60–100 = proper wine/beer/cobalt bottle look (recommended for hero shots)
- Density 100+ = nearly opaque (artistic / decorative)
If under standard 4:1:2 metal-class lighting the volume tint washes out (v0.7.0 issue), don't crank density to compensate — switch to subject_class='glass' lighting in blender-lighting Recipe 0a, which uses softer rim that preserves the volume colour.
Critical: Cycles transmission_bounces must be ≥ 16 (default 12) for thick or layered colour glass; otherwise rays terminate and the glass renders black on the inside.
scene.cycles.transmission_bounces = 24
Pitfall: don't set Base Color to the tint colour AND attach a Volume — you get double-tinting that looks wrong. Surface near-white, volume does the colour work.
Recipe 7 — Matte plastic (red)
import bpy
mat = bpy.data.materials.new('MAT-plastic_matte_red')
mat.use_nodes = True
bsdf = mat.node_tree.nodes['Principled BSDF']
bsdf.inputs['Base Color'].default_value = (0.8, 0.1, 0.05, 1.0)
bsdf.inputs['Metallic'].default_value = 0.0
bsdf.inputs['Roughness'].default_value = 0.6
bsdf.inputs['IOR'].default_value = 1.45
bpy.data.objects['GEO-target'].data.materials.append(mat)
print('material:plastic_matte_red')
Recipe 8 — Lacquered plastic (car-paint look)
import bpy
mat = bpy.data.materials.new('MAT-plastic_lacquered')
mat.use_nodes = True
bsdf = mat.node_tree.nodes['Principled BSDF']
bsdf.inputs['Base Color'].default_value = (0.8, 0.1, 0.05, 1.0)
bsdf.inputs['Metallic'].default_value = 0.0
bsdf.inputs['Roughness'].default_value = 0.15
bsdf.inputs['IOR'].default_value = 1.45
bsdf.inputs['Coat Weight'].default_value = 0.8
bsdf.inputs['Coat Roughness'].default_value = 0.05
bpy.data.objects['GEO-target'].data.materials.append(mat)
print('material:plastic_lacquered')
Recipe 9 — Skin (light tone)
Uses the set_input helper because Subsurface IOR has enabled=False on Blender 5.x and isn't reachable by string-key lookup. The other inputs work fine either way; using the helper consistently keeps the recipe safe across versions.
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-skin_light')
mat.use_nodes = True
bsdf = mat.node_tree.nodes['Principled BSDF']
set_input(bsdf, 'Base Color', (0.85, 0.65, 0.55, 1.0))
set_input(bsdf, 'Metallic', 0.0)
set_input(bsdf, 'Roughness', 0.4)
set_input(bsdf, 'Subsurface Weight', 1.0)
set_input(bsdf, 'Subsurface Radius', (1.0, 0.2, 0.1))
set_input(bsdf, 'Subsurface IOR', 1.4) # ← string-key fails on Blender 5.x; helper bypasses it
bpy.data.objects['GEO-target'].data.materials.append(mat)
print('material:skin_light')
Recipe 10 — Velvet / cloth with sheen
import bpy
mat = bpy.data.materials.new('MAT-velvet_red')
mat.use_nodes = True
bsdf = mat.node_tree.nodes['Principled BSDF']
bsdf.inputs['Base Color'].default_value = (0.6, 0.0, 0.1, 1.0)
bsdf.inputs['Roughness'].default_value = 0.9
bsdf.inputs['Sheen Weight'].default_value = 0.5
bsdf.inputs['Sheen Roughness'].default_value = 0.5
bsdf.inputs['Sheen Tint'].default_value = (0.8, 0.6, 0.6, 1.0)
bpy.data.objects['GEO-target'].data.materials.append(mat)
print('material:velvet_red')
Recipe 11 — Soft silicone
import bpy
mat = bpy.data.materials.new('MAT-silicone')
mat.use_nodes = True
bsdf = mat.node_tree.nodes['Principled BSDF']
bsdf.inputs['Base Color'].default_value = (0.65, 0.63, 0.60, 1.0)
bsdf.inputs['Metallic'].default_value = 0.0
bsdf.inputs['Roughness'].default_value = 0.7
bsdf.inputs['IOR'].default_value = 1.4
bpy.data.objects['GEO-target'].data.materials.append(mat)
print('material:silicone')
Recipe 11b — Emission (light-emitting mesh, e.g. lamp bulb, neon sign, screen glow)
Emission is a separate shader from Principled BSDF — replace the BSDF entirely with a ShaderNodeEmission and connect to Material Output's Surface input. The mesh becomes a light source itself (contributes to scene illumination in Cycles).
import bpy
mat = bpy.data.materials.new('MAT-bulb_emission')
mat.use_nodes = True
nodes = mat.node_tree.nodes
links = mat.node_tree.links
# Remove the default Principled BSDF
for n in list(nodes):
if n.type == 'BSDF_PRINCIPLED':
nodes.remove(n)
emission = nodes.new('ShaderNodeEmission')
emission.inputs['Color'].default_value = (1.0, 0.92, 0.78, 1.0) # warm tungsten
emission.inputs['Strength'].default_value = 1500.0 # see strength guide below
output = nodes['Material Output']
links.new(emission.outputs['Emission'], output.inputs['Surface'])
bpy.data.objects['GEO-bulb'].data.materials.append(mat)
print('material:bulb_emission')
Strength tuning — critical for mesh emitters
Mesh emission's effective brightness scales with mesh surface area, not just the Strength value. A small sphere at Strength=50 is barely visible; the same sphere at Strength=1500 lights a desk like a real bulb. Use this table for ballpark values:
| Mesh size | Bulb-equivalent | Strength |
|---|---|---|
| 1-2 cm sphere (Edison bulb) | 40W warm bulb | 800-1500 |
| 3-5 cm sphere (LED globe) | 60-100W bulb | 1500-3000 |
| 10×10 cm flat panel (LED panel) | Indoor light panel | 100-300 |
| 100×30 cm strip (neon tube) | Neon sign | 50-150 |
| Large window plane (sky simulation) | Daylight | 5-20 |
Rule of thumb: smaller surface area → higher Strength. Doubling sphere radius reduces required Strength by ~4× (inverse surface-area scaling).
Use (R, G, B) to set colour temperature:
- Tungsten (3200K) —
(1.0, 0.85, 0.6) - LED warm (3000K) —
(1.0, 0.8, 0.6) - Daylight (5500K) —
(1.0, 1.0, 1.0) - Cool fluorescent (4500K) —
(0.95, 0.95, 1.0)
Lamp shade — separate flipped-normal interior
If the bulb sits inside a shade, the shade's INSIDE surface needs to be bright matte (white) so it reflects bulb light realistically. Single-mesh shades only show the OUTSIDE material. Solution: duplicate the shade mesh, flip normals, scale 97% smaller, apply bright-white material. This gives proper interior-glow when the bulb illuminates the shade.
import bpy
# Assuming `shade` is the outer cone with the dark exterior material already applied
shade = bpy.data.objects['GEO-lamp_shade']
bpy.ops.object.select_all(action='DESELECT')
shade.select_set(True); bpy.context.view_layer.objects.active = shade
bpy.ops.object.duplicate()
shade_in = bpy.context.active_object
shade_in.name = shade.name + '_interior'
# Flip normals so the inside surface faces inward
bpy.ops.object.mode_set(mode='EDIT')
bpy.ops.mesh.select_all(action='SELECT')
bpy.ops.mesh.flip_normals()
bpy.ops.object.mode_set(mode='OBJECT')
# Bright white interior
mat_in = bpy.data.materials.new('MAT-shade_interior')
mat_in.use_nodes = True
b = mat_in.node_tree.nodes['Principled BSDF']
b.inputs['Base Color'].default_value = (0.95, 0.93, 0.88, 1.0)
b.inputs['Roughness'].default_value = 0.5
shade_in.data.materials.clear()
shade_in.data.materials.append(mat_in)
shade_in.scale = (0.97, 0.97, 0.97)
print('material:shade_interior_white')
Recipe 12 — Procedural wood (10 nodes)
import bpy
mat = bpy.data.materials.new('MAT-wood_procedural')
mat.use_nodes = True
nodes = mat.node_tree.nodes
links = mat.node_tree.links
bsdf = nodes['Principled BSDF']
# Texture coordinate
tex_coord = nodes.new('ShaderNodeTexCoord')
tex_coord.location = (-800, 0)
# Mapping
mapping = nodes.new('ShaderNodeMapping')
mapping.location = (-600, 0)
mapping.inputs['Scale'].default_value = (3, 3, 3)
# Wave (the grain)
wave = nodes.new('ShaderNodeTexWave')
wave.location = (-400, 100)
wave.wave_type = 'BANDS'
wave.bands_direction = 'X'
wave.inputs['Scale'].default_value = 5.0
wave.inputs['Distortion'].default_value = 4.0
# Noise (variation)
noise = nodes.new('ShaderNodeTexNoise')
noise.location = (-400, -100)
noise.inputs['Scale'].default_value = 8.0
# Mix wave + noise
mix = nodes.new('ShaderNodeMixRGB')
mix.location = (-200, 0)
mix.blend_type = 'MULTIPLY'
mix.inputs[0].default_value = 0.5
# ColorRamp (tonal range)
ramp = nodes.new('ShaderNodeValToRGB')
ramp.location = (0, 0)
ramp.color_ramp.elements[0].color = (0.15, 0.07, 0.03, 1.0) # dark wood
ramp.color_ramp.elements[1].color = (0.6, 0.35, 0.18, 1.0) # light wood
# Wire
links.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])
links.new(mapping.outputs['Vector'], wave.inputs['Vector'])
links.new(mapping.outputs['Vector'], noise.inputs['Vector'])
links.new(wave.outputs['Color'], mix.inputs[1])
links.new(noise.outputs['Color'], mix.inputs[2])
links.new(mix.outputs['Color'], ramp.inputs['Fac'])
links.new(ramp.outputs['Color'], bsdf.inputs['Base Color'])
bsdf.inputs['Roughness'].default_value = 0.7
bpy.data.objects['GEO-target'].data.materials.append(mat)
print('material:wood_procedural')
Note: procedural materials don't export to glTF. For web/game export, bake to image textures first.
PBR values reference
For exact F0 reflectance values for any metal: physicallybased.info — covers 50+ materials. The recipes above use values from this database.
Material naming convention
MAT-{purpose}_{subtype}_{finish}. Examples:
MAT-frame_metal_brushedMAT-lens_glass_dark_mirrorMAT-pad_silicone_warm_grayMAT-wood_oak_glossy
Avoid Material.001, Material.027. Always rename.
Common pitfalls
| Symptom | Fix |
|---|---|
| "Plasticky" metals | Metallic must be exactly 0 or 1 |
| Black metal | Base color too dark; metals reflect 30–100%; keep ≥0.5 sRGB |
| Roughness 0 = artifacts | Use 0.01–0.05 minimum |
| Glass renders black | Increase Cycles transmission bounces (Recipe section 11-rendering) |
| Material not visible in glTF | Procedural shader; bake to image first |
| Normal map looks wrong | Set image texture to "Non-Color" color space |
| sRGB on roughness map | Set image texture to "Non-Color" |
KeyError: 'Subsurface IOR' (or any other input) | Blender 5.x quirk: input has enabled=False; use the set_input helper at the top of this file instead of bsdf.inputs['Name'] |
When to load references/overview.md
Load when:
- The recipe you need isn't in the 12 above
- You need anisotropy (brushed metal direction), volume absorption (tinted thick glass), or advanced shader-node combos
- The user asks for material variation across one mesh (Mix Shader patterns)
- You're baking procedural to image textures for export
The reference covers: full Principled BSDF parameter map, 50+ materials database link, procedural texture combinations (Voronoi, Wave, Noise), Sheen + Subsurface deep-dives, and bake-for-export workflow.
How can the creator link this skill?
Add the canonical catalog link to the repository README so users can inspect current installs and available audits. The publishing guide covers the complete discovery path.
<a href="https://skillzs.dev/skills/roble3/cc-blender-skill/blender-materials">View blender-materials on skillZs</a>