Blockbench Pbr Materials

jasonjgardner/blockbench-mcp-project/.claude/skills/blockbench-pbr-materials

作者 jasonjgardnere9c29a93e54bdd9aaa8a308196dfd4147e47d88c無授權條款收錄於 2026年10月9日更新於 2026年10月9日

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.

僅含說明Design & Creative
AI 產生的概覽

指導透過 MCP 工具在 Blockbench 中建立與設定供 Minecraft 基岩版 RTX 使用的 PBR 材質。

功能
此技能說明了一組用於在 Blockbench 中建立、設定、查詢、匯入與匯出 PBR 材質的 MCP 工具。它說明了 color、normal、height 與 MER 紋理通道,以及金屬度、自發光、粗糙度與次表面散射等材質屬性。它也提供石頭、金屬、玻璃與發光方塊等常見材質類型的範例,以及以匯出 texture_set.json 作結的完整方塊材質工作流程。
適用情境
適用於處理 texture_set.json 檔案、製作法線、高度或 MER 貼圖,或為 Minecraft 基岩版 RTX 設定材質屬性時。也適合在 Blockbench 中建立多通道紋理工作流程。
執行需求
需要 Blockbench 並提供所引用的 MCP 工具(create_pbr_material、configure_material、list_materials、get_material_info、import_texture_set、assign_texture_channel、save_material_config,以及紋理與筆刷工具)。匯入與匯出會使用檔案路徑。此技能不附帶指令碼,僅為說明文件。

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 texturecreate_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 texturescreate_texture: name="brick_color", width=16, height=16create_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 materialcreate_pbr_material: name="brick", textures={  color: "brick_color",  normal: "brick_normal",  mer: "brick_mer"}
# 4. Configureconfigure_material: material_id="brick", config={  metalness_emissive_roughness: {metalness: 0, emissive: 0, roughness: 0.85}}
# 5. Exportsave_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

來源與署名

來源:jasonjgardner/blockbench-mcp-project位於.claude/skills/blockbench-pbr-materials提交e9c29a9

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