Texturing and shading (Blender 5.2)
SkillDev toolsGuides your agent through creating realistic textures and materials like PBR surfaces, dirt, and skin effects in Blender.
Available today. Use it from your connected AI after setup.
No other account needed.
Add ahel to your AI once: Claude, ChatGPT, Cursor, Claude Code or Codex. Then ask it to use this.
Then ask your AI: use the Texturing and shading (Blender 5.2) skill
About this skill
Use when texturing, shading or look-developing in Blender: building a PBR material from a texture set, displacement, procedural materials, edge wear, dirt, grime, color variation, decals, box or triplanar mapping on meshes without UVs, stylized character skin (subsurface, pores), eyes and cornea, ha
What this skill tells your AI
The instructions your AI receives, as published by scenario-labs/skills in skills/dcc/blender/scenario-blender-texturing-shading/SKILL.md and read by ahel’s review.
Expert shading is layered masks feeding physically plausible values: a clean base (scanned set or flat colors), then contrasty black/white masks that place color, roughness, height and subsurface, all editable in nodes. Values are judged under honest light in both engines, and baking comes last, for portability. If a sibling skill named here is missing from your available skills, ask the user to install it (npx skills add scenario-labs/skills --skill <name>); unattended, proceed from tool schemas and flag the gap.
REQUIRED BACKGROUND: scenario-blender-expert (execution channel, review loop, 5.2 API changes). Baking maps: scenario-blender-uv-baking. Lighting and final renders: scenario-blender-lighting-rendering.
Toolkit: scripts/bx_materials.py (builders, headless painting, checks; exercised by tests/code/blender-texturing-shading/). sys.path.append("<this skill>/scripts"); import bx_materials as M.
Stance (the expert delta)
- Data maps are Non-Color, "not what looks better, what's correct" (Price). Only base color and emission are sRGB.
- Normal map OR displacement, never both (Price, confirmed by Cycles lead Brecht): they encode the same relief. Displacement when heights will be combined or truly displaced; normal map for export and 8-bit safety.
- Masks, not painted color. Kaspar and Price build every effect as a grayscale mask into a Mix or HSV Factor; color lives in the A/B inputs. Masks need contrast (Color Ramp stops pulled in) or they barely show. The same masks drive roughness, height and SSS.
- Realism: scanned set plus masks; stylized: procedural (Price vs Kaspar and Ryan King). Kaspar strips photos to their pattern (blur plus grain extract) and adds grunge himself, and bakes at the end for portability (export, EEVEE load time), not for Cycles speed.
- Micro detail in roughness, not bump, for skin and hair (Kaspar); edit roughness through HSV Value, never by unplugging the map (Price). Specular stays 0.5. Bump Distance is the real height of the map's 0..1: lower Distance, not Strength (Kaspar).
- Judge honestly: Standard view, neutral mid-gray background, Base Color black to read roughness, a hard backlight and a light from below (Kaspar); grazing light for relief (Price); unlit for hand-painted albedo (Abbitt). EEVEE for iteration, Cycles as the truth, and they must match (Kaspar).
- SSS follows anatomy (Kaspar): high on ears, nose, lids, lips, fingertips; low over bone. Black/white mask, Map Range sets values.
- Bevel, AO, Pointiness and Random Per Island are Cycles-only, and Bevel/AO are stochastic [added, measured]: EEVEE shows no Bevel edges; thresholded live masks give 17 to 18% fractional metallic at any sample count. Bake before thresholding, or use vertex curvature.
Establish first
| Input | Changes | Default when silent |
|---|---|---|
| Target: Cycles still, EEVEE, game engine | live Cycles-only nodes vs baked; AO in albedo (render) vs ORM (game) | Cycles finals, EEVEE side by side |
| Style: realistic or stylized | scanned set + grime vs procedural or hand-painted light | stylized restraint (Kaspar) |
| UVs and deformation | UV images vs box projection vs Object procedurals | rigid, no UVs: box; deforming: UV only |
| Scale | tile size, bump/displacement meters | real meters, scale applied (all experts) |
| Texel budget, export | 2K to 4K hero paint, 4K to 8K large tiling surfaces | 2K hero prop, glTF ORM, OpenGL normals |
Workflow
- Base per part. Prefixed materials, placeholders removed,
diffuse_colorset; values picked on the Diffuse Color pass (matcap made Kaspar's skin too pale). Apply scale. GATE:M.value_report(objs)clean. - Base material. Set:
M.pbr_from_textures(mat, M.find_texture_set(dir), uv_map=...): color spaces by role, AO multiplied at factor 1 (Price: restores the cavity shadow flash capture removes;ao_mode="gltf"for games), bump only without a normal map,height_as="displacement"drops the normal map and sets Cubic interpolation, Displacement and Bump, Scale 0.2 for Poliigon (fixed 20 cm range); add Simple subdivision and shade smooth. UV tile = the set's physical size. Rigid, no UVs:projection="BOX". Procedural: Object coordinates (UV on deforming meshes), Noise Detail at most 5 (cost doubles per level, Price). GATE:M.audit_material(mat, obj)has no errors. - Masks. Kaspar's rule is mask frequency against vertex density: vertex colors for broad soft masks (and Price's environments: tiling UVs repeat image strokes, layouts change), images for fine or exported detail, UV bands for hems. Headless:
M.mask_from_points,M.write_vertex_values,M.smooth_attribute,M.curvature_attribute,M.TexelMap+M.project. Price's Color Burn: soft mask (A) burned by a contrast-ramped height map (B) breaks the mask along bricks or into grout (procedures P18). GATE: render each mask as emission. - Layers.
M.add_wear(mat, edge_color=..., edge_roughness=..., edge_metallic=1)adds variation, cavity/grunge dirt and chipped edges. Blend modes: Multiply darkens (grime, mold), Screen lightens (efflorescence, highlights; Add exceeds 1), Subtract on the height chain for spalling (Price). Chain order sets age (a decal before grime reads old). Decals: Alpha into Factor, Extension Clip (M.add_decal). GATE:M.preview(objs, out, rigs=("studio", "roughness")): effects follow form and water paths, nothing uniform, repeats broken. - Character specifics.
M.stylized_skin(mat, obj=body)(maskscol_brighter/col_darker/col_lips/col_sss/col_rough);M.stylized_eyeper eye object (origin at the eyeball center) plusM.cornea_materialandcornea.visible_shadow = False; hair shine: Anisotropic with a Tangent on a strand-aligned UV map (Cycles only). GATE:rigs=("backlit",): red glow on ears, nostrils, lips, fingers; front not waxy; sclera off-white. - Stylized hand-painted light (Abbitt): lighter top, darker bottom, Multiply in crevices, Screen on extremities. Headless:
M.painted_light(mat, obj)from a curvature attribute, bake Emit, judge withrigs=("unlit",). - Painting, where masks cannot place it. GUI: brushes are assets (
Paint Hard/Soft,Airbrush,Blur,Smear,Fill,Mask); a factory 5.2 session paints BLACK until the brush and unified color are set; strokes project from the screen, so face the surface (Abbitt); Erase needs an alpha channel; bleed 8 to 12 px (Kaspar, Abbitt). UseM.gui_texture_stroke(): it forces a redraw (projection painting occludes with the depth buffer of the previous draw: a stroke issued in the setup call painted 162 texels in one run instead of about 14,000, full coverage in another) and resamples dabs. Headless:M.TexelMap+M.paint_strokepaints by world distance, seams included;M.dilate, thenM.save_image(images are never saved with the .blend by a script). GATE: renders from views crossing seams. - Lookdev check and bake.
M.preview(EEVEE and Cycles, studio, backlit, roughness),M.value_report, labeled frames and node groups (Kaspar, Price). Bake procedural channels via Emission, 30+ samples, validate by rebuilding from the maps (scenario-blender-uv-baking).
Numbers
| Value | Number | Source |
|---|---|---|
| Dielectric albedo / metal reflectance | sRGB about 30 to 240 / 180 to 255; metallic 0 or 1 | ranges [added]; binary metallic: Ryan King, Price |
| Skin roughness | 0.68 to 0.72, rough zones 0.72 to 1, lips and mouth about 0.4 | Kaspar |
| Pores | Voronoi Smooth F1 scales 100 and 200, noise mix 0.2 to 0.25 | Kaspar, on his UVs |
| Skin SSS scale (5.2) | 0.005 to 0.04 m | measured on a 0.33 m head; Kaspar's v1 0.02 to 0.15 is waxy in 5.2 |
| Bump | Distance about 0.001, Strength 0.1 to 0.2 for fabric | Kaspar |
| Displacement | Scale 0.2 (Poliigon), Midlevel 0.5, Cubic, 16-bit source | Price |
| Brick wall roughness | about 0.7 | Price |
| Color tweak | Hue within 0.5 plus or minus 0.04 | Price |
| Noise Detail | 5 or less | Price |
| Edge-wear Bevel radius | 0.04 on a 1 m crate | measured |
| Paint bleed / island margin | 8 to 12 px / 0.01 to 0.05 | Kaspar, Abbitt |
| Painted height | 2K, 32-bit float, base 0.5, Non-Color | Kaspar; 0.5 gray base also Ryan King |
| Bake samples | 30 minimum | Kaspar |
Quality gates
Measurable:
M.audit_material(mat, obj): color spaces by role, no image straight into Normal, explicit UV maps, Bump Distance at most 0.05, no Add Shader or raw summed normals, Emission Strength set, no gray constant metallic, normal map plus displacement flagged, non-Cubic displacement image, Noise Detail above 6, unsaved images.M.value_report(objs): dielectric albedo within 30 to 243 sRGB (under 2% outside), metal above 180, fractional metallic under 5% (live Bevel/AO wear exceeds it until baked), roughness std above 0.01.- Scale applied; color attributes named
col_*and matching every Attribute node exactly (Kaspar, Price).
Visual: M.preview EEVEE vs Cycles nearly identical; roughness row shows breakup; backlit glow only where flesh is thin; grazing light shows relief without terracing; repeats broken at distance; per-layer mute renders each add something (Price); scale against a human reference.
Common mistakes
| Mistake | Looks like | Fix |
|---|---|---|
| Data map left sRGB | bent bump, wrong gloss | Non-Color |
| Normal map and displacement together (Node Wrangler default) | doubled or broken relief | keep one |
| Displacement with no geometry or Catmull-Clark | nothing, or rounded corners | Simple subdivision, shade smooth |
| Pre-4.5 Bump Distance 1.0 | stepped, plastic | real height, about 0.001 to 0.01 |
| Emission Color set, Strength 0 | no glow | Strength above 0 |
| Kaspar's v1 SSS values in 5.2 | waxy white ears | 0.005 to 0.04, check backlit |
| Bevel wear or Pointiness in EEVEE or games | wear missing | bake, or curvature_attribute |
| Threshold on live Bevel/AO for metallic | grainy gray borders | bake, then threshold |
| Cornea shell in EEVEE, default thickness | iris magnified | Thickness 0 (cornea_material) |
| Mask straight from Noise | effect barely visible | ramp or Map Range for contrast |
| Stroke right after setup | partial or no paint, varies per run | redraw first (gui_texture_stroke) |
| Paint color never set / new color attribute | black strokes / white mask | set colors; write zeros first |
| Box projection or Generated coords on a rig | texture swims | UV coordinates |
Blender 5.2 notes
- Principled v2: Subsurface Weight/Scale (no Subsurface Color), Specular IOR Level, Transmission Weight, Coat, Emission Strength default 0. Sockets by name; Mix node by index (RGBA: A=6, B=7, Result=2).
- Color spaces
sRGB,Non-Color,Linear Rec.709. Displacement node Scale default 0.01;material.displacement_method(notmaterial.cycles); EEVEE displaces since 4.2 (Displacement and Bump). use_nodesdeprecated;surface_render_methodreplacesblend_method; refraction needsuse_raytrace_refractionplus scene ray tracing.- EEVEE ignores anisotropy, Bevel, Pointiness, Random Per Island (verified). Random Walk SSS rescaled in 5.2. Musgrave is inside Noise.
- Brushes are assets; custom brushes need "Save Changes to Asset" (Abbitt);
image_brush_type; Blur isSOFTEN; sample colorShift+X. paint.vertex_color_dirtworks headless in Object mode; byte images store encoded values, floatLinear Rec.709images convert to sRGB when saved as PNG.
References
references/procedures.md: tested code for every stage (texture sets, displacement rule, box projection, wear, curvature, decals, skin, eyes, anisotropy, GUI and headless painting, high-pass, checks, camera-ray world, clay switch, painted light, Color Burn masks, physical UV scale).references/expert-notes.md: reasoning per expert with timestamps and the disagreements with their deciding conditions.references/critique.md: rubric for judging your own renders and node trees.references/sources.md: every source video, credential, best timestamps.
Signals
- GitHub stars
- 681
- Forks
- 82
- Last commit
- Sep 2026
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scenario-blender-texturing-shading- Source
- github.com/scenario-labs/skills