forge-pbr-textures

Load PBR texture sets and render them with a Cook-Torrance BRDF shader.

36|6|Updated Mar 25, 2026
One-click install
npx skills add https://github.com/Nebulavenus/forge-gpu --skill forge-pbr-textures
Or copy as Structured Prompt for Agent▼
Please help me install this Agent Skill.
Skill: forge-pbr-textures
Source: https://github.com/Nebulavenus/forge-gpu/tree/main/.claude/skills/pbr-textures
Command: npx skills add https://github.com/Nebulavenus/forge-gpu --skill forge-pbr-textures

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

Load PBR material texture sets (albedo, normal, roughness, metallic, AO, emissive) from the asset pipeline and render them with a Cook-Torrance BRDF shader. Supports both packed metallic-roughness (glTF convention) and separate single-channel textures (ambientCG convention).

Core Features & Use Cases

  • Load PBR material textures from the asset pipeline and render them with a Cook-Torrance BRDF shader.
  • Support both packed metallic-roughness textures (glTF) and separate MR textures (ambientCG) for flexible workflows.
  • Demonstrate material loading patterns using .fmat sidecar files and the Forge pipeline.

Quick Start

Load PBR material textures from the assets folder and render them with the Cook-Torrance shader.

Frequently Asked Questions about forge-pbr-textures

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I load PBR material textures and render them with a Cook-Torrance shader?▼

Load PBR material texture sets from the asset pipeline and render them with a Cook-Torrance BRDF shader by applying the materials to SDL GPU projects through the ForgeScene integration.

Does this workflow support both packed metallic-roughness glTF textures and separate ambientCG textures?▼

Yes, the workflow supports both packed metallic-roughness textures following glTF convention and separate single-channel textures following ambientCG convention via a material sidecar file workflow.

How do I handle color space for different PBR texture maps in an 8-texture slot pipeline?▼

Base color and emissive textures should be handled in sRGB color space, while albedo, normal, roughness, metallic, and AO maps are processed in linear space within the 8-texture slot pipeline.

What is the best way to manage PBR material loading patterns using .fmat sidecar files?▼

Use .fmat sidecar files within the Forge pipeline to define material loading patterns, mapping separate single-channel ambientCG textures or packed glTF metallic-roughness data to the shader.

Can I apply loaded PBR texture sets directly to SDL GPU projects?▼

Yes, loaded PBR material texture sets including albedo, normal, roughness, metallic, AO, and emissive maps are applied directly to SDL GPU projects through ForgeScene integration.

Why do my ambientCG single-channel textures need a material sidecar workflow?▼

A material sidecar workflow is needed to map separate single-channel ambientCG textures into the pipeline, distinguishing them from packed metallic-roughness glTF textures for correct Cook-Torrance rendering.