Coating Lab

io.github.hpdkhoa由 GitHub 帳號 hpdkhoa 發布v0.1.0更新於 Oct 24, 2026

Real surface finishes for game gun models: sourced finishes, variants, wear baked from use

已驗證STDIO僅桌面開發者工具媒體與設計

概覽

AI 產生的概覽

本機 MCP 伺服器,為遊戲槍械模型提供基於物理的表面處理,並在 Blender 中將磨損遮罩烘焙到頂點顏色。

可以做什麼
瀏覽並讀取附來源說明的飾面庫,查看每種飾面的備註與來源,並可用自備飾面 JSON 依物理渲染規則檢查飾面。列出磨損等級與現成變體範本,為 Model Lab 建置產生塗裝規格。驗證規格中缺少飾面或飾面與材質不符的問題。在 Blender 中把邊緣、握持、摩擦、汙垢等磨損遮罩烘焙到模型副本,再依等級檢查各變體的磨損。產生 look-dev 算圖與圖集,並依槽位匯出變體數值供引擎材質使用。
適用情境
適用於為遊戲武器模型製作貼圖、希望取得一致且有據可查的飾面與磨損等級而非手繪遮罩的情境,尤其適合已用 Model Lab 建模並希望直接從建置產生塗裝規格的使用者。
執行需求
透過 stdio 在本機執行;需安裝 coatinglab-mcp Python 套件(Python 3.10 或更新版本)並具備 Blender 4.2 或更新版本。選用環境變數:COATINGLAB_BLENDER 指定非標準 Blender 路徑,COATINGLAB_LIBRARY 提供自備飾面 JSON,COATINGLAB_OUT 指定輸出資料夾(預設 ~/.coatinglab),COATINGLAB_WAIT_FOR 指定烘焙前不得執行的行程名稱。
安裝前請注意
烘焙會寫入檔案,但僅寫入 COATINGLAB_OUT 指定的資料夾。它會在本機執行 Blender,且當 COATINGLAB_WAIT_FOR 列出的行程正在執行時會拒絕烘焙。許多數值明確為估算:全部粗糙度、多數顏色以及磨損量,因此結果合理但並非實測。COATINGLAB_LIBRARY 提供的自備飾面 JSON 會合併覆蓋內建資料庫。

安裝

在 SourceWeft 中

  1. 開啟 儀表板中的 Coating Lab,將其新增到工作區。
  2. 為需要使用其工具的對話啟用該服務。

Desktop only,透過 STDIO。 STDIO 服務會啟動本機處理程序,因此需要 SourceWeft 桌面主機。

其他 MCP 客戶端

參照 儲存庫 中的啟動說明。

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

來源:README.md,提交 9d8c26a

工具

0
SourceWeft 尚未在沙箱中啟動過該軟體包,因此其工具未知。

版本歷史

1
  1. v0.1.0最新Oct 15, 2026

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