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

VerifiedSTDIODesktop onlyDeveloper ToolsMedia & Design

Overview

AI-generated 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.
Before you install
The bake writes files, but only into the folder set by COATINGLAB_OUT. It runs Blender on your machine and refuses to bake while any process named in COATINGLAB_WAIT_FOR is running. Many values are explicitly estimates: all roughness, most colours, and wear amounts, so results are plausible rather than measured. A custom finishes JSON from COATINGLAB_LIBRARY is merged over the built-in library.

Installation

In SourceWeft

  1. Open Coating Lab in the dashboard and add it to a workspace.
  2. 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.

pip install coatinglab-mcp
json
{"mcpServers": {"coatinglab": {"command": "coatinglab-mcp"}}}
SettingMeaning
COATINGLAB_OUTThe only folder Coating Lab writes to. ~/.coatinglab by default.
COATINGLAB_BLENDERBlender, when it is not on the PATH or in the usual install folder.
COATINGLAB_LIBRARYA finishes JSON of your own, merged over the built-in library.
COATINGLAB_WAIT_FORProcess names that hold the machine. A bake waits for none of them to run.

Tools

ToolWhat it does
list_finishes, read_finishThe library, and one finish with its notes and sources.
check_library, check_finishThe library, or a finish of your own, against the physical rules.
list_wear_levels, list_templatesThe wear levels, and the ready variant sets.
spec_for_modellabA coating spec for a Model Lab build.
validate_specA spec's problems: a slot without a finish, a finish on the wrong material.
bakeBakes the wear masks into a copy of the model.
check_coatingEach variant's wear against its level, and wear kept out of corners.
render_variantsLook-dev renders and a sheet.
engine_paramsA variant's values by slot for an engine material.

The masks and the formula

The bake writes the vertex colour Col:

ChannelMeaning
REdge: 1 on flat ground, 0 on a sharp exposed edge
GHandling: 1 where the hands work the gun
BRub: 1 along the lines parts slide on
ADirt: 1 where the surface is occluded, and round the muzzle and the port

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

0
SourceWeft has not started this package in its sandbox yet, so its tools are not known.

Version history

1
  1. v0.1.0LatestOct 15, 2026

Score

50% of the applicable checks met

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  • Reached in the last 30 days25 pts

    Keep the endpoint answering the MCP handshake; SourceWeft probes it every 30 days.

  • Auth declared10 pts

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  • Tools listed15 pts

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  • DescriptionRequired15 pts
  • Logo10 pts
  • Documentation15 pts
  • License10 pts