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.