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Found 3 Skills
Use when generating a texture with Layer that must repeat without a visible seam: ground, terrain, walls, fabric, foliage, stone, wood, pattern fills, or a tiling material for a game engine. Also when a generated texture shows seams at its edges, an obvious repeating motif across a surface, or baked-in lighting that fights the engine. Keywords: tileable, seamless, tiling, texture, material, pattern, trim sheet, terrain, repeat.
Use when a task involves game textures or materials through the Scenario MCP: seamless or tileable textures, themed texture packs (brick, wood, stone, floors, hand-painted), PBR materials (albedo, metallic, roughness, normal) on 3D assets, retexturing a mesh, material iteration from reference images, texture upscaling that must preserve tiling, or sizing textures for game engines. Keywords: seamless texture, tileable, PBR, material, retexture, texture upscale, surface.
Derive height, tangent-space normal and packed MER (metalness, emissive, roughness) maps from an albedo/base-color texture for Blockbench PBR materials, using PyPBR (Python) or vgpu + Dawn WebGPU (Node.js), with optional Depth Anything V2 height estimation and MER inferred from the albedo plus the normal's curvature. Use after a color texture exists (painted, imported, or generated with blockbench-gpt-image-textures) when a material needs normal, heightmap or MER channels, a Bedrock RTX texture_set, or when asked to make a normal map, bump map, height map, roughness, metalness or emissive map from a texture. Triggers on albedo to normal, normal map from texture, height map from albedo, MER map, roughness from texture, metalness map, emissive map, Depth Anything, PyPBR, vgpu, Sobel normal, DirectX vs OpenGL normal, texture_set normal, heightmap or metalness_emissive_roughness layer.