blender-pbr-materials
Skill779 starsChanged 15 days agoMITView on GitHub
Physically based materials in Blender 5.2 - metal/roughness rules, Principled BSDF inputs, color spaces (sRGB vs Non-Color), measured albedo/F0 values, texture-set auto-wiring, ORM channel packing, DirectX vs OpenGL normals, alpha modes, displacement, view transforms (AgX, Khronos PBR Neutral), engine-ready material rules. Use when creating, fixing, or exporting materials and textures.
In this repository29 other files it gives its agents.
- AGENTS.mdAGENTS.md
- CLAUDE.mdCLAUDE.md
- blender-addon-developmentSkill
- blender-animationSkill
- blender-asset-qaSkill
- blender-character-riggingSkill
- blender-clothingSkill
- blender-coreSkill
- blender-environment-kitsSkill
- blender-export-pipelinesSkill
- blender-facial-shapekeysSkill
- blender-game-optimizationSkill
- blender-geometry-nodesSkill
- blender-hair-groomingSkill
- blender-hardsurface-modelingSkill
- blender-lighting-lookdevSkill
- blender-pipeline-automationSkill
- blender-renderingSkill
- blender-retopology-uvSkill
- blender-scene-setupSkill
- blender-sculptingSkill
- blender-simulationSkill
- blender-stylized-nprSkill
- blender-texture-bakingSkill
- blender-texturingSkill
- blender-time-of-daySkill
- blender-video-editingSkill
- blender-weather-fxSkill
- blender-workflow-recipesSkill
The file
We split this skill into the rules it gives an agent
3 rules. About 0 are common, 0 are distinctive, and 3 are very specific to this project.
≈0
Common · estimate
Many files like this have a rule of this kind.
≈0
Distinctive · estimate
This author's own choices. Worth a look.
3
Very specific
Tied to their project's names, files or tools. Probably skip.
- Common
- Distinctive
- Very specific
- Very specific: line 20
Base color = albedo with no lighting: no baked shadows/AO/highlights.
- Very specific: line 23
Specular: leave IOR 1.5 and Specular IOR Level 0.5 for almost all dielectrics.
- Very specific: line 37
Only image-texture → BSDF chains export.
≈ “Common” is an estimate: at least 1 in 5 of the 350,495 skill files we read have a rule of the same kind, not the same words. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.
Files
PBR Materials
The execution model is in blender-core. Measured values are in references/pbr-values.md.
Fast paths
- Texture set → material:
scripts/build_pbr_material.py -- --name M_Crate --textures //tex/crate --objects SM_Crate. It detects maps by filename (Poly Haven, ambientCG, Substance, UE suffixes), sets color spaces, splits ORM, flips DirectX normals, and routes AO to glTF. - Solid physically-plausible material:
--preset gold|iron|plastic|rubber|wood|glass|skin|...with an optional--color R G B(sRGB).
The rules (violations are what make renders look "CG")
- Metallic is binary: 0 (dielectric) or 1 (raw metal). Use in-between values only on transition pixels (dust or rust edges on metal). Painted metal counts as dielectric.
- Base color = albedo with no lighting: no baked shadows/AO/highlights. Dielectric range is sRGB ~30–240 (linear 0.012–0.87): charcoal ≈ 50, fresh snow ≈ 240. Metals: base color = F0 reflectance, sRGB 180–255, never dark.
- Roughness carries the realism. Break it up with grunge, smudges and wear. A constant roughness value looks fake; vary it ±0.1–0.2 across a surface.
- Color spaces: Base Color and Emission use
sRGB. Roughness, Metallic, Normal, AO, Height, Opacity and ORM useNon-Color. A wrong color space is the #1 bug (washed-out normals, wrong roughness). - Specular: leave
IOR1.5 andSpecular IOR Level0.5 for almost all dielectrics. Change IOR only for known materials (water 1.33, glass 1.5, diamond 2.42). - Normal maps: Blender, glTF, Unity and Roblox use OpenGL (Y+). Unreal and Substance's DirectX preset use DirectX (Y-), so flip G when converting. The bake and the target must use the same tangent basis (MikkTSpace) and the same triangulation.
- AO: the Principled BSDF has no AO input. For engines, ship AO in the ORM red channel. For Cycles renders, don't multiply AO into base color, because the renderer computes occlusion.
Principled BSDF (5.2) quick map
Base Color, Metallic, Roughness, IOR, Alpha, Normal, Thin Wall (5.2: leaves/paper/fabric sheets without volume), Subsurface Weight/Radius/Scale (skin, wax; Scale in meters ≈ 0.005–0.02 for skin), Specular IOR Level, Specular Tint, Anisotropic, Transmission Weight (glass/liquids), Coat Weight/Roughness/Normal (car paint, varnish), Sheen Weight (cloth, velvet), Emission Color/Strength (strength in W/m²-ish units; 1–10 for screens, 50+ for bulbs), Thin Film Thickness/IOR (soap, oil, coated lenses), Diffuse Roughness.
Engine export rules
| Target | Maps | Packing | Normal |
| glTF / web / Godot | baseColor(+alpha), metallicRoughness, normal, occlusion, emissive | glTF: R=AO G=Rough B=Metal (ORM) | OpenGL |
| Unreal | BaseColor, Normal, ORM | R=AO G=Rough B=Metal | DirectX (UE flips on import if the texture is marked) |
| Unity URP/HDRP | BaseMap, Normal, MetallicSmoothness / HDRP MaskMap | URP: R=Metal A=Smoothness (1-rough). HDRP Mask: R=Metal G=AO B=DetailMask A=Smoothness | OpenGL |
| Roblox SurfaceAppearance | ColorMap(+alpha), NormalMap, MetalnessMap, RoughnessMap, EmissiveMaskContent | separate grayscale maps, no packing | OpenGL, tangent space |
- Only image-texture → BSDF chains export. Procedural nodes, Mix nodes and math become nothing in engines, so bake them first (
blender-texture-baking). - One material per texture set. Every extra material is an extra draw call (
blender-game-optimization). - Power-of-two textures (512/1024/2048/4096). Use PNG/TGA for data maps, never JPEG for normals.
Alpha
mat.surface_render_method = "DITHERED" (cutout/alpha-clip, sorts correctly, good for foliage/hair cards) or "BLENDED" (true transparency, glass/UI). Connect Alpha. glTF exports CLIP/BLEND from the alpha setup. Prefer dithered/clip for games.
Displacement
Height map → Displacement node → Material Output Displacement. mat.displacement_method: BUMP (shading only, everywhere), BOTH/DISPLACEMENT (Cycles, needs dense or adaptively subdivided geometry: Subdivision modifier use_adaptive_subdivision). Scale is in meters; midlevel 0.5 for 8-bit, 0 for 32-bit EXR.
View transform (judge materials under the right one)
scene.view_settings.view_transform: AgX (default, photographic), Khronos PBR Neutral (what-you-see-is-the-albedo; use for asset/product review and glTF parity), Standard (UI/graphics/textures that must match pixels), ACES 1.3/2.0 (VFX pipelines). Never bake or author textures while looking through Filmic/AgX with an extreme "Look".
Procedural → texture
Procedural setups (noise/voronoi wear, curvature masks via Geometry > Pointiness (Cycles) or Ambient Occlusion node, edge wear via Bevel node normals) are fine for renders. For engines, bake them to the texture set (blender-texture-baking). Node Wrangler (bundled) Ctrl+Shift+T does the same as build_pbr_material.py, but needs the UI.
Gotchas
material.use_nodesis deprecated in 5.x. New materials already have Principled + Output.mat.diffuse_coloronly affects the viewport (Solid mode/workbench), not renders or export.- Images loaded headless need
image.colorspace_settings.nameset before baking or export. - Shared texture images used by several materials: change the color space once, because it's per image.
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Your trail
Files you open will collect here, so you can find them again.
Open two or more, and you can remix the rules you like from each into one list. Kept in this browser only.
Now do this for your own.
Bring your CLAUDE.md, AGENTS.md or skills. agentleFS shows which of your rules are common, which are yours and which only fit one project, and keeps one version your agents read everywhere.

