
Coating Lab
io.github.hpdkhoaPublished by GitHub account hpdkhoav0.1.0Updated Oct 24, 2026
Real surface finishes for game gun models: sourced finishes, variants, wear baked from use
Overview
A local MCP server that gives game gun models physically based surface finishes and bakes wear masks into vertex colours in Blender.
- What you can do
- Browse and read a sourced finish library, with notes and sources per finish, and check finishes against physical rendering rules using your own finishes JSON if supplied. List wear levels and ready-made variant templates, and build a coating spec for a Model Lab build. Validate a spec for missing finishes or finishes on the wrong material. Bake wear masks (edges, handling, rub, dirt) into a copy of the model in Blender, then check each variant's wear against its level. Produce look-dev renders and a sheet, and export a variant's values by slot for an engine material.
- When to use it
- Use it when you are texturing game weapon models and want consistent, documented finishes and wear levels rather than hand-painted masks, especially if you already build models with Model Lab and want a coating spec generated from a build.
- Requirements
- Runs locally over stdio; install the coatinglab-mcp Python package (Python 3.10 or later) and have Blender 4.2 or later available. Optional environment variables: COATINGLAB_BLENDER for a non-standard Blender path, COATINGLAB_LIBRARY for your own finishes JSON, COATINGLAB_OUT for the output folder (defaults to ~/.coatinglab), and COATINGLAB_WAIT_FOR to name processes that must not be running before a bake.
Installation
In SourceWeft
- Open Coating Lab in the dashboard and add it to a workspace.
- Enable the server for the chats that should use its tools.
Desktop only via STDIO. STDIO servers start a local process, so they need the SourceWeft desktop host.
Other MCP clients
Follow the launch instructions in the repository.
README
Coating Lab
Real surface finishes for game gun models, worn where use wears a gun.
[license: MIT] [Python 3.10+] [PyPI: coatinglab-mcp] [MCP Registry: coatinglab-mcp] [Blender: 4.2+] [tools: 13] [finishes: 21 sourced]
An MCP server that gives game gun models real surface finishes, worn where use wears a gun.
- A finish library with sources. Anodized aluminium, manganese and zinc phosphate, blued and nitrided steel, ceramic coatings (FDE, OD green, tungsten, graphite, coyote), stainless, polymer, rubber, brass, copper, lead, walnut. Each is a physically based value (linear colour, metallic, roughness) with what shows when it wears through and the sources of its numbers. Values reasoned from descriptions are marked as estimates.
- Coating variants. A spec puts a finish on each material slot of a model, in as many variants as you want (an issued rifle, a two-tone FDE build, an abused one), each at a wear level: new, issued, worn or abused.
- Wear from evidence, baked once. In Blender, into the model's vertex colours: exposed edges, where the hands work the gun (its grip, the support hand, the controls), where parts slide (a magazine in its well, a stock on its tube), and dirt where the surface is occluded and round the muzzle and the port. Every variant reads the same masks, so a new variant costs nothing.
- Checks. Every finish against the rules physically based rendering rests on. Every variant's worn share against its level, and no wear inside corners.
- One formula everywhere. The checks, the look-dev renders and an engine's material compute wear the same way
(
coat.py), so what passes is what the player sees.
[Six AR-15 coatings on one Model Lab build]
Model Lab (modellab-mcp) builds give their own slots (upper, lower,
barrel and more), marks and parts: spec_for_modellab makes a coating spec from a build in one call.
Install
Python 3.10 or later and Blender 4.2 or later.
Tools
The masks and the formula
The bake writes the vertex colour Col:
An engine's material follows the formula in src/coatinglab/coat.py. A wear level is a threshold: the higher the
level, the weaker the mask that already wears through. A grunge texture breaks wear up but never makes wear.
What is estimated
- Every roughness value. No source maps a finish's surface to a rendering roughness.
- The colours of the anodized, phosphate, blued, nitrided and most ceramic finishes. The standards set processes, not colours. OD green and coyote come from FED-STD-595 colour numbers.
- The wear amounts. Sources say where guns wear, not how fast. Each level is set so Model Lab's M4A1 lands in the middle of its band.
- A hand's zone is a sphere: on a round handguard the support hand's wear reaches its top as well as its underside.
License
MIT
Source: README.md at commit 9d8c26a
Tools
0Version history
1- v0.1.0LatestOct 15, 2026
Score
50% of the applicable checks met
How complete this listing is, computed from the registry entry, the endpoint and public sources. Not a rating of the server and not a statement that it is safe or working today: reachability is a dated check, and no installs or reviews go into the score.
- Reached in the last 30 days25 pts
Keep the endpoint answering the MCP handshake; SourceWeft probes it every 30 days.
- Auth declared10 pts
Declare the credential headers in the registry entry, or keep the endpoint answering the probe so its auth can be classified.
- Tools listed15 pts
Answer tools/list without a credential, or ship a package that starts in a sandbox without one.
- DescriptionRequired15 pts
- Logo10 pts
- Documentation15 pts
- License10 pts