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author-blender-materials-and-lookdev

Author Blender 4.5 PBR or stylized materials and controlled look development from the active OpenCaw style contract.

Skill by TimothyMeadows

IndexedMIT★ 4
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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.

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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

Author Blender 4.5 PBR or stylized materials and controlled look development from the active OpenCaw style contract. Use for shader graphs, reusable node groups, colorspace, material response, style translation, and renderer-compatible look approval.

Use cases: documents

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Permissions

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

Tools
No tools found
Secrets
None asked for
Install scripts
None found

Network hosts it talks to 1

  • codeload.github.com · found in install command

Files it touches

  • ~/.claude/skills/author-blender-materials-and-lookdev

What's inside

Skill name
author-blender-materials-and-lookdev
Description
Author Blender 4.5 PBR or stylized materials and controlled look development from the active OpenCaw style contract. Use for shader graphs, reusable node groups, colorspace, material response, style translation, and renderer-compatible look approval.
License
MIT
Instructions
24 lines in SKILL.md · view on GitHub

Files (3)

  • SKILL.md
  • openai.yaml · agents/
  • material-lookdev-contract.md · references/

SKILL.md (first lines)

# Author Blender Materials and Lookdev

## When to use

Use when the active visual style must become Blender material, shader-node, colorspace, reusable look-development, or target-renderer decisions.

## Workflow

1. Read `STYLE.md`; translate its shape, palette, value, texture, lighting, and readability rules into explicit Blender decisions.
2. Choose PBR, stylized, or hybrid shading and declare the target render or runtime translation.
3. Establish material, node-group, parameter, texture, colorspace, and ownership conventions.
4. Build reusable shaders with bounded complexity and predictable defaults.
5. Review in controlled neutral light and representative final light across required camera distances.
6. Record unsupported nodes, bakes, approximations, and export substitutions before handoff.

Read [material-lookdev-contract.md](references/material-lookdev-contract.md) for style translation and shader evidence.

## Guardrails

- Do not invent a new style contract or override the active one.
- Do not use display-referred color data as linear material data.
- Do not approve a material only in one flattering light or hide export incompatibility.

From TimothyMeadows/OpenCaw, MIT.

More from TimothyMeadows/OpenCaw

Signals

Stars
4
Forks
3
Open issues
2
Last commit (this folder)
Aug 9, 2026 (2 months ago)
Last release
Aug 11, 2026 (2 months ago)

From GitHub (fetched Oct 24, 2026).

Details

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

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author-blender-materials-and-lookdev skill. Agent Mart. https://agentmart.dev/skills/timothymeadows-author-blender-materials-and-lookdev (last updated 2026-10-24)