
Blender Texturing
Texture authoring in Blender 5.2 - smart-material layers (edge wear, cavity grime...
Install
npx skills add EL4CTEO/blender-skills --skill blender-texturing -g -a claude-code -y- Repository
- EL4CTEO/blender-skills651
- Category
- Engineering
- Updated
- 5d ago
- License
- MIT
- Context cost
- Lightabout 1,254 tokens
- Runs scripts
- Yes, review before use
What it does
Texture authoring in Blender 5.2 - smart-material layers (edge wear, cavity grime, dust, rust, roughness breakup) from curvature/AO masks, z-fight-safe decal and sticker placement, trim sheets, tiling + vertex-color blends, texture painting, baking the look to game texture sets. Use when a material needs wear, dirt, a decal, trims or hand painting, not just wiring.
Texturing
The execution model is in blender-core. Material wiring and measured values are in blender-pbr-materials, and bakes are in blender-texture-baking. This skill authors the surface story: where paint chips, where dirt collects, what's printed on it.
One call each
scripts/smart_material.py -- --objects Crate --wear 0.5 --grime 0.4 --dust 0.3
scripts/smart_material.py -- --objects Crate --rust 0.6 --under-color 0.3 0.29 0.28 # rusty iron
scripts/smart_material.py -- --objects SM_Crate --wear 0.5 --curvature-map //tex/T_Crate_CURV.png --ao-map //tex/T_Crate_AO.png
scripts/decal.py -- --target Wall --at 0 -0.1 1.5 --image //decals/hazard.png --size 0.4
scripts/smart_material.py -- --objects Crate --remove # exact restore
How pros layer a material
Start with a clean base (correct albedo/roughness, blender-pbr-materials), then stack from the inside out: base → edge wear → rust → grime → dust. Each layer has a physical cause:
| Layer | Mask (cause) | Look |
|---|---|---|
| Edge wear | convex curvature (edges get hit) + chip noise | reveals the under-material: bare metal, primer, raw wood |
| Rust | cavities and worn edges + blotch noise | orange-brown, metallic 0, roughness ~0.85 |
| Grime | concave curvature + (1 − AO) (dirt collects where it can't be wiped) | dark, rougher, not metallic |
| Dust | world up-facing normal × patch noise (it settles from above) | light, roughness ~0.9 |
| Breakup | fine noise on roughness (±25%) | the cheapest realism win; never ship a flat roughness value |
| Pure curvature looks procedural and even. Always multiply in noise so wear is heavy in some places and absent in others. Less is more: wear 0.2, 0.4 reads as "used", and 0.7+ reads as "abandoned". |
