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fd3d-material-lookdev

Create coherent physical materials, including frosted/smoked glass, resin, ceramics, textile and metal; use for Blender look development and browser material…

Skill by KooshaPari

IndexedMIT
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Works with Claude Code, Claude apps, Codex, Cursor, Gemini CLI, GitHub Copilot, VS Code, OpenCode, Goose, Windsurf. Read the repository before you give any tool access to your data.

npx agentmarket install skill/kooshapari-fd3d-material-lookdev

Asks which of your tools to add it to (Claude Code, Codex, Cursor, VS Code, Windsurf, Gemini CLI, Claude Desktop) and shows the change first. See https://agentmart.dev/cli.

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About

Create coherent physical materials, including frosted/smoked glass, resin, ceramics, textile and metal; use for Blender look development and browser material translation.

Use cases: frontend, agent-building

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Permissions

What this skill can do and what it asks for, from its SKILL.md. Checked Oct 25, 2026.

Tools
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Secrets
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Install scripts
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Network hosts it talks to 1

  • codeload.github.com · found in install command

Files it touches

  • ~/.claude/skills/fd3d-material-lookdev

What's inside

Skill name
fd3d-material-lookdev
Description
Create coherent physical materials, including frosted/smoked glass, resin, ceramics, textile and metal; use for Blender look development and browser material translation.
License
MIT
Metadata
origin: original-kit-skill · version: 1.0
Instructions
23 lines in SKILL.md · view on GitHub

Files (1)

  • SKILL.md

SKILL.md (first lines)

# Materials: substance before gloss

## Input
Material role, thickness, intended lighting, surface scale, target renderer and export requirements. A color name alone is not a material brief.

## Procedure
1. Separate base color from lighting, roughness from metalness, and opacity from transmission. Do not call every shiny surface metallic.
2. Use a neutral three-point or studio environment to compare material candidates. Lock exposure and camera while changing one material variable.
3. Make a bounded family: polished/satin metal; matte/glazed ceramic; clear/smoked/frosted glass; soft/hard resin; textile/rubber. Give each distinct roughness, highlight width, edge behavior and microstructure.
4. Glass needs meaningful thickness, a believable surrounding environment and a readable silhouette. CSS backdrop blur is an interface effect, not physical volume refraction. Browser transmission is often a costly approximation, not spectral optics.
5. Use UVs and texture density appropriate to closest camera distance. Keep albedo/base color separate from normal, roughness and occlusion. Avoid baking dramatic lighting into base color.
6. Bake procedural Blender inputs required by the browser. Inspect channels and normal orientation. Keep colorspace treatment explicit for color versus data textures.
7. Compare material swatches in Blender, exported GLB and browser. Record intentional differences in tone mapping or missing extensions.

## Gate
The product is readable without bloom. Transparent surfaces remain usable over real page content. Material controls change a named material consistently, not every mesh by accident. The kit's CPU preview and tiny WebGL shader are inspection renderers, not evidence of production PBR or glass fidelity.

Sources: R06, R08, R19, R20. See `recipes/glass-control.md` and `resources/MATERIALS-AND-EXPORT.md`.

## Kit location
Kit root: `{{KIT_ROOT}}`. The sync script expands this token. In the canonical ZIP, resolve the root two directories above this skill folder. Paths mentioned above are relative to that root. Read only the referenced files needed for the task.

From KooshaPari/PhenoShared, MIT.

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4
Last commit (this folder)
Sep 27, 2026 (1 month ago)

From GitHub (fetched Oct 24, 2026).

Details

Version
1.0
License
MIT
First seen
Oct 24, 2026
Last checked
Oct 24, 2026

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Cite this page

fd3d-material-lookdev skill. Agent Mart. https://agentmart.dev/skills/kooshapari-fd3d-material-lookdev (last updated 2026-10-24)