io.github.hpdkhoa/coatinglab-mcp·Games & fun

Coating Lab

Real surface finishes for game gun models: sourced finishes, variants, wear baked from use

Stars
1
Version
0.1.0
License
MIT
Review
Passed
Language
Python
Last commit
2h ago
Forks
0
Open issues
0
Registry update
Oct 15, 2026
blendermcppypipython

Connect

pypi
Terminal
$claude mcp add coatinglab-mcp \  -e COATINGLAB_OUT=<coatinglab-out> \  -e COATINGLAB_BLENDER=<coatinglab-blender> \  -e COATINGLAB_LIBRARY=<coatinglab-library> \  -e COATINGLAB_WAIT_FOR=<coatinglab-wait-for> \  -- uvx coatinglab-mcp==0.1.0

Environment variables

  • COATINGLAB_OUT

    The only folder Coating Lab writes to; defaults to ~/.coatinglab

  • COATINGLAB_BLENDER

    Blender's executable, if it is not on the PATH or in the usual install folder

  • COATINGLAB_LIBRARY

    A finishes JSON of your own, merged over the built-in library

  • COATINGLAB_WAIT_FOR

    Process names that hold the machine (e.g. UnrealEditor.exe); a bake refuses to start while one runs

Security review

Review passed

Reviewed 1h ago.

metadata
scanned
packages
1 checked

No findings.

Tools

This server runs on your machine, so its tool list is not fetched before install — the README below describes what it offers.

Coating Lab

Real surface finishes for game gun models, worn where use wears a gun.

license: MIT Python 3.10+ PyPI: coatinglab-mcp MCP Registry: coatinglab-mcp Blender: 4.2+ tools: 13 finishes: 21 sourced

An MCP server that gives game gun models real surface finishes, worn where use wears a gun.

  • A finish library with sources. Anodized aluminium, manganese and zinc phosphate, blued and nitrided steel, ceramic coatings (FDE, OD green, tungsten, graphite, coyote), stainless, polymer, rubber, brass, copper, lead, walnut. Each is a physically based value (linear colour, metallic, roughness) with what shows when it wears through and the sources of its numbers. Values reasoned from descriptions are marked as estimates.
  • Coating variants. A spec puts a finish on each material slot of a model, in as many variants as you want (an issued rifle, a two-tone FDE build, an abused one), each at a wear level: new, issued, worn or abused.
  • Wear from evidence, baked once. In Blender, into the model's vertex colours: exposed edges, where the hands work the gun (its grip, the support hand, the controls), where parts slide (a magazine in its well, a stock on its tube), and dirt where the surface is occluded and round the muzzle and the port. Every variant reads the same masks, so a new variant costs nothing.
  • Checks. Every finish against the rules physically based rendering rests on. Every variant's worn share against its level, and no wear inside corners.
  • One formula everywhere. The checks, the look-dev renders and an engine's material compute wear the same way (coat.py), so what passes is what the player sees.

Six AR-15 coatings on one Model Lab build

Model Lab (modellab-mcp) builds give their own slots (upper, lower, barrel and more), marks and parts: spec_for_modellab makes a coating spec from a build in one call.

Install

Python 3.10 or later and Blender 4.2 or later.

pip install coatinglab-mcp
{"mcpServers": {"coatinglab": {"command": "coatinglab-mcp"}}}
SettingMeaning
COATINGLAB_OUTThe only folder Coating Lab writes to. ~/.coatinglab by default.
COATINGLAB_BLENDERBlender, when it is not on the PATH or in the usual install folder.
COATINGLAB_LIBRARYA finishes JSON of your own, merged over the built-in library.
COATINGLAB_WAIT_FORProcess names that hold the machine. A bake waits for none of them to run.

Tools

ToolWhat it does
list_finishes, read_finishThe library, and one finish with its notes and sources.
check_library, check_finishThe library, or a finish of your own, against the physical rules.
list_wear_levels, list_templatesThe wear levels, and the ready variant sets.
spec_for_modellabA coating spec for a Model Lab build.
validate_specA spec's problems: a slot without a finish, a finish on the wrong material.
bakeBakes the wear masks into a copy of the model.
check_coatingEach variant's wear against its level, and wear kept out of corners.
render_variantsLook-dev renders and a sheet.
engine_paramsA variant's values by slot for an engine material.

The masks and the formula

The bake writes the vertex colour Col:

ChannelMeaning
REdge: 1 on flat ground, 0 on a sharp exposed edge
GHandling: 1 where the hands work the gun
BRub: 1 along the lines parts slide on
ADirt: 1 where the surface is occluded, and round the muzzle and the port

An engine's material follows the formula in src/coatinglab/coat.py. A wear level is a threshold: the higher the level, the weaker the mask that already wears through. A grunge texture breaks wear up but never makes wear.

What is estimated

  • Every roughness value. No source maps a finish's surface to a rendering roughness.
  • The colours of the anodized, phosphate, blued, nitrided and most ceramic finishes. The standards set processes, not colours. OD green and coyote come from FED-STD-595 colour numbers.
  • The wear amounts. Sources say where guns wear, not how fast. Each level is set so Model Lab's M4A1 lands in the middle of its band.
  • A hand's zone is a sphere: on a round handguard the support hand's wear reaches its top as well as its underside.

License

MIT

From the server's repository — third-party content, read it before running anything it suggests.

More in Games & fun

Listing from the official MCP Registry · repository facts from GitHub, 1h ago.