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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 skill4agent add jasonjgardner/blockbench-mcp-project blockbench-pbr-materials| Tool | Purpose |
|---|---|
| Create new PBR material with texture channels |
| Configure material properties |
| List all PBR materials |
| Get detailed material info |
| Import texture_set.json file |
| Assign texture to PBR channel |
| Export texture_set.json |
| Channel | Description | Format |
|---|---|---|
| Base color/albedo | RGB texture |
| Normal map for surface detail | RGB (tangent space) |
| Heightmap for parallax/displacement | Grayscale |
| 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# 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