End-to-end PBR material authoring in Blender. Principled BSDF setup with physically valid parameters, texture map import with correct color spaces, normal-map chain, baking (high-to-low, Selected-to-Active, cage), node-based layering with Mix Shader chains, procedural masks (edge wear via Pointiness, snow via Normal Z, Fresnel rims), and ORM packing for game export. Use when the user mentions PBR, Principled BSDF, shader, material, texture map, albedo, base color, roughness, metallic, normal map, AO, color space (sRGB vs Non-Color), baking, Selected to Active, cage object, Mix Shader, Add Shader, edge wear, dirt, weathering, ORM packing, material export for Unity / Unreal / glTF, washed-out colors, metallic looking wrong on wood/plastic/stone, normal map appears yellow-green or inverted, dark crevices that ignore lighting, or any material that "looks off" under any lighting.
Install with
Claude CodeCodexCursorGitHub CopilotGemini CLI
Supported by the Atlas install prompt. Skill-specific requirements vary.
Skill stats
Skills1CategoryEngineeringStars0
About this skill
End-to-end PBR material authoring in Blender. Principled BSDF setup with physically valid parameters, texture map import with correct color spaces, normal-map chain, baking (high-to-low, Selected-to-Active, cage), node-based layering with Mix Shader chains, procedural masks (edge wear via Pointiness, snow via Normal Z, Fresnel rims), and ORM packing for game export. Use when the user mentions PBR, Principled BSDF, shader, material, texture map, albedo, base color, roughness, metallic, normal map, AO, color space (sRGB vs Non-Color), baking, Selected to Active, cage object, Mix Shader, Add Shader, edge wear, dirt, weathering, ORM packing, material export for Unity / Unreal / glTF, washed-out colors, metallic looking wrong on wood/plastic/stone, normal map appears yellow-green or inverted, dark crevices that ignore lighting, or any material that "looks off" under any lighting.
Quick start
Copy the install prompt. Use the green button above this README.
Send it to your agent. Paste it into your coding agent’s chat and send.
Review the setup. Your agent checks the skill’s instructions, requirements, and installation scope.
End-to-end PBR material authoring in Blender. Principled BSDF setup with physically valid parameters, texture map import with correct color spaces, normal-map chain, baking (high-to-low, Selected-to-Active, cage), node-based layering with Mix Shader chains, procedural masks (edge wear via Pointiness, snow via Normal Z, Fresnel rims), and ORM packing for game export. Use when the user mentions PBR, Principled BSDF, shader, material, texture map, albedo, base color, roughness, metallic, normal map, AO, color space (sRGB vs Non-Color), baking, Selected to Active, cage object, Mix Shader, Add Shader, edge wear, dirt, weathering, ORM packing, material export for Unity / Unreal / glTF, washed-out colors, metallic looking wrong on wood/plastic/stone, normal map appears yellow-green or inverted, dark crevices that ignore lighting, or any material that "looks off" under any lighting.
About this listing
Category
Engineering
Reported license
MIT
Listing language (estimated)
English
Review status
Not individually reviewed
Agent compatibility
Atlas installation supports Claude Code, Codex, and Cursor. Skill-specific dependencies and features are checked during setup.