skills/blockbench-pbr-materials/SKILL.md
Create and manage PBR (Physically Based Rendering) materials in Blockbench using MCP tools. Use when working with texture_set.json files, creating normal/height/MER maps, configuring material properties for Minecraft Bedrock RTX, or setting up multi-channel texture workflows.
npx skillsauth add jasonjgardner/blockbench-mcp-project blockbench-pbr-materialsInstall this skill globally with one command. Works with Claude Code, Cursor, and Windsurf.
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Create and manage PBR materials for Minecraft Bedrock RTX and other PBR workflows.
| Tool | Purpose |
|------|---------|
| create_pbr_material | Create new PBR material with texture channels |
| configure_material | Configure material properties |
| list_materials | List all PBR materials |
| get_material_info | Get detailed material info |
| import_texture_set | Import texture_set.json file |
| assign_texture_channel | Assign texture to PBR channel |
| save_material_config | Export texture_set.json |
| Channel | Description | Format |
|---------|-------------|--------|
| color | Base color/albedo | RGB texture |
| normal | Normal map for surface detail | RGB (tangent space) |
| height | Heightmap for parallax/displacement | Grayscale |
| mer | Metalness/Emissive/Roughness packed | R=Metal, G=Emissive, B=Roughness |
create_pbr_material: name="stone_pbr", textures={
color: "stone_color",
normal: "stone_normal"
}
create_pbr_material: name="gold_block", textures={
color: "gold_color",
normal: "gold_normal",
height: "gold_height",
mer: "gold_mer"
}
configure_material: material_id="stone_pbr", config={
metalness_emissive_roughness: {
metalness: 0.0,
emissive: 0.0,
roughness: 0.8
}
}
configure_material: material_id="gold_block", config={
metalness_emissive_roughness: {
metalness: 1.0,
emissive: 0.0,
roughness: 0.3
}
}
configure_material: material_id="glowstone", config={
metalness_emissive_roughness: {
metalness: 0.0,
emissive: 1.0,
roughness: 0.9
}
}
assign_texture_channel: material_id="stone_pbr", channel="height",
texture_id="stone_heightmap"
assign_texture_channel: material_id="stone_pbr", channel="normal",
texture_id="stone_normal_v2"
import_texture_set: file_path="C:/packs/stone_texture_set.json"
save_material_config: material_id="stone_pbr",
output_path="C:/packs/textures/stone_texture_set.json"
list_materials
# Returns: [{uuid, name, textureCount, hasColor, hasNormal, hasHeight, hasMER}]
get_material_info: material_id="stone_pbr"
# Returns full channel assignments and config
The MER channel packs three properties into RGB:
# 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"}
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}
}
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}
}
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}
}
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}
}
configure_material: material_id="leaves", config={
subsurface_scattering: {
red: 0.3,
green: 0.8,
blue: 0.2
}
}
# 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"
list_materials to see what's availabletools
MANDATORY prerequisite — invoke BEFORE any mcp__blockbench__* tool call that creates, modifies, or exports Blockbench content. Orchestrates the other blockbench-* skills (modeling, texturing, animation, PBR, Hytale, MCP overview). Trigger on: 3D model/texture/animation creation or edits in Blockbench; calls to mcp__blockbench__* tools; phrases like 'build a Minecraft model', 'paint a texture', 'animate this rig', 'export the model'. Dispatches to the right sub-skill(s), enforces pre-flight checks (project open, format, outline), wraps risky work in checkpoints, and ensures exports close the loop.
tools
Create and paint textures in Blockbench using MCP tools. Use when creating textures, painting on models, using brush tools, filling colors, drawing shapes, applying gradients, managing texture layers, or working with UV mapping. Covers pixel art texturing, procedural painting, and UV manipulation.
tools
Create and edit 3D models in Blockbench using MCP tools. Use when building geometry with cubes, creating meshes, placing spheres/cylinders, editing vertices, extruding faces, or organizing models with groups. Covers both cube-based Minecraft modeling and freeform mesh editing.
tools
Overview of the Blockbench MCP server tools, resources, and prompts. Use to understand the full MCP capability set, learn how tools work together, or when starting a new Blockbench project. Covers all domains (modeling, animation, texturing, PBR, UI, camera) and their MCP interfaces.