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blockbench-pbr-materialsBlockbench PBR 材料

Agent Skill

blockbench-pbr-materials 用于处理 GitHub 仓库、Issue、Pull Request 和代码协作信息,适合在 Codex、Claude、Cursor、Gemini CLI 中需要围绕仓库状态、代码变更或协作事项进行整理时使用。可结合来源仓库、安装命令和原始 README 继续核验具体用法。安装前建议确认权限范围、维护状态,以及是否会触发联网、命令执行或文件读写。

总安装

2,521

周安装

101

GitHub Stars

5

下载量

816
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安装说明

本站只整理中文说明和来源信息,不托管安装包,也不代用户安装。

GitHub

来源数

3

许可证

MIT

最后核验

2026-05-01

来源状态

来源可访问

安装方式

通过对话安装

复制提示词发给支持本地命令或 Skills 的 AI 助手,先确认命令和权限,再让它执行。

请帮我安装这个 Agent Skill:blockbench-pbr-materials(Blockbench PBR 材料)
来源仓库:https://github.com/jasonjgardner/blockbench-mcp-project
仓库路径:skills/blockbench-pbr-materials
安装命令:
npx skills add https://github.com/jasonjgardner/blockbench-mcp-project --skill blockbench-pbr-materials
安装前请先检查当前环境是否支持对应 CLI,并向我确认将要执行的命令、安装目录、联网范围和文件读写权限;确认后再执行。

命令行安装

复制命令到本机终端执行。不同来源提供的安装方式可能略有差异;本站展示可直接复制的安装命令,安装前请核对来源页面。

skills.shnpx skills
npx skills add https://github.com/jasonjgardner/blockbench-mcp-project --skill blockbench-pbr-materials

简介

blockbench-pbr-materials 用于创建与管理 PBR 材质,支持颜色、法线、粗糙度等通道配置。

  • 适合在 Codex、Claude、Cursor、Gemini CLI 中为 Minecraft Bedrock RTX 等项目准备高质量材质。
  • 提供 texture_set.json 导入导出功能,便于团队协作与版本控制。
  • 通道格式需符合 RGB/RGBA 规范,否则可能导致渲染异常或性能下降。
  • 使用前应确认目标平台支持的 PBR 版本,避免使用废弃属性引发兼容性问题。

SKILL.md

Blockbench PBR Materials

Create and manage PBR materials for Minecraft Bedrock RTX and other PBR workflows.

Available Tools

ToolPurpose
create_pbr_materialCreate new PBR material with texture channels
configure_materialConfigure material properties
list_materialsList all PBR materials
get_material_infoGet detailed material info
import_texture_setImport texture_set.json file
assign_texture_channelAssign texture to PBR channel
save_material_configExport texture_set.json

PBR Channels

ChannelDescriptionFormat
colorBase color/albedoRGB texture
normalNormal map for surface detailRGB (tangent space)
heightHeightmap for parallax/displacementGrayscale
merMetalness/Emissive/Roughness packedR=Metal, G=Emissive, B=Roughness

Quick Start

Create Basic PBR Material

create_pbr_material: name="stone_pbr", textures={
  color: "stone_color",
  normal: "stone_normal"
}

Create Full Material

create_pbr_material: name="gold_block", textures={
  color: "gold_color",
  normal: "gold_normal",
  height: "gold_height",
  mer: "gold_mer"
}

Material Configuration

Set Material Properties

configure_material: material_id="stone_pbr", config={
  metalness_emissive_roughness: {
    metalness: 0.0,
    emissive: 0.0,
    roughness: 0.8
  }
}

Metallic Material

configure_material: material_id="gold_block", config={
  metalness_emissive_roughness: {
    metalness: 1.0,
    emissive: 0.0,
    roughness: 0.3
  }
}

Emissive Material (Glowing)

configure_material: material_id="glowstone", config={
  metalness_emissive_roughness: {
    metalness: 0.0,
    emissive: 1.0,
    roughness: 0.9
  }
}

Texture Assignment

Assign Individual Channel

assign_texture_channel: material_id="stone_pbr", channel="height",
  texture_id="stone_heightmap"

Replace Channel

assign_texture_channel: material_id="stone_pbr", channel="normal",
  texture_id="stone_normal_v2"

Import/Export

Import texture_set.json

import_texture_set: file_path="C:/packs/stone_texture_set.json"

Export texture_set.json

save_material_config: material_id="stone_pbr",
  output_path="C:/packs/textures/stone_texture_set.json"

Querying Materials

List All Materials

list_materials
# Returns: [{uuid, name, textureCount, hasColor, hasNormal, hasHeight, hasMER}]

Get Material Details

get_material_info: material_id="stone_pbr"
# Returns full channel assignments and config

MER Texture Format

The MER channel packs three properties into RGB:

  • R (Red): Metalness (0=dielectric, 1=metal)
  • G (Green): Emissive intensity (0=none, 1=full glow)
  • B (Blue): Roughness (0=smooth/shiny, 1=rough/matte)

Creating MER Texture

# Create blank MER texture
create_texture: name="block_mer", width=16, height=16,
  fill_color=[0, 0, 204, 255]  # Non-metal, no glow, 80% rough

# Paint metallic areas (R channel)
paint_with_brush: texture_id="block_mer", coordinates=[{x: 8, y: 8}],
  brush_settings={color: "#FF0000", size: 4}  # Metallic spot

# Paint glowing areas (G channel)
paint_with_brush: texture_id="block_mer", coordinates=[{x: 4, y: 4}],
  brush_settings={color: "#00FF00", size: 2, blend_mode: "add"}

Common Material Types

Stone/Rock

create_pbr_material: name="stone", textures={color: "stone_color", normal: "stone_normal"}
configure_material: material_id="stone", config={
  metalness_emissive_roughness: {metalness: 0, emissive: 0, roughness: 0.9}
}

Metal (Gold, Iron)

create_pbr_material: name="gold", textures={color: "gold_color", normal: "gold_normal", mer: "gold_mer"}
configure_material: material_id="gold", config={
  metalness_emissive_roughness: {metalness: 1.0, emissive: 0, roughness: 0.25}
}

Glass/Crystal

create_pbr_material: name="glass", textures={color: "glass_color"}
configure_material: material_id="glass", config={
  metalness_emissive_roughness: {metalness: 0, emissive: 0, roughness: 0.05}
}

Glowing Block

create_pbr_material: name="lamp", textures={color: "lamp_color", mer: "lamp_mer"}
configure_material: material_id="lamp", config={
  metalness_emissive_roughness: {metalness: 0, emissive: 1.0, roughness: 0.8}
}

Subsurface Scattering (Bedrock 1.21.30+)

configure_material: material_id="leaves", config={
  subsurface_scattering: {
    red: 0.3,
    green: 0.8,
    blue: 0.2
  }
}

Workflow Example

Complete Block Material

# 1. Create base textures
create_texture: name="brick_color", width=16, height=16
create_texture: name="brick_normal", width=16, height=16, fill_color="#8080FF"
create_texture: name="brick_mer", width=16, height=16, fill_color=[0, 0, 200, 255]

# 2. Paint textures (color, normal, mer)
paint_with_brush: texture_id="brick_color", ...
paint_with_brush: texture_id="brick_normal", ...

# 3. Create material
create_pbr_material: name="brick", textures={
  color: "brick_color",
  normal: "brick_normal",
  mer: "brick_mer"
}

# 4. Configure
configure_material: material_id="brick", config={
  metalness_emissive_roughness: {metalness: 0, emissive: 0, roughness: 0.85}
}

# 5. Export
save_material_config: material_id="brick", output_path="./textures/brick_texture_set.json"

Tips

  • Normal maps use tangent space (blue-ish color, RGB where B is up)
  • Height maps are grayscale (white=high, black=low)
  • MER channels can be painted separately or as a combined texture
  • Use list_materials to see what's available
  • Always test in-game with RTX enabled for accurate preview
  • Roughness 0 = mirror-like, Roughness 1 = completely diffuse

适合场景

01

用户想查找某类 Agent Skill 时

02

需要根据任务场景推荐可安装能力包时

03

需要对比不同来源的安装命令和来源信息时

04

需要参考平台分布和安装热度时

能力概览

能力 1

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能力 2

展示可复制的安装命令

能力 3

保留来源站点、仓库和原始说明,方便继续核验

能力 4

补充不同宿主或平台的使用分布数据

能力 5

展示第三方安全扫描或审计结果

安装后应在对应宿主中按原始 README 的触发条件使用;具体调用方式请以来源页面和 README 为准。

平台分布

Claude Code

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Antigravity

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Codex

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按下载量换算69

windsurf

3.85%
按下载量换算31

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权限和风险

权限需确认

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安装前确认

本站仅展示第三方公开信息,不托管安装包,不提供自动安装或运行环境。安装前应自行审查源码、依赖和命令行为。

来源信息

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