Scenario Blender Hard Surface
From skills by @scenario-labs · View on GitHub
Use when modeling hard-surface objects in Blender (sci-fi panels, props, weapons, vehicles, robots, machined or product parts) with booleans and cutters, bevel modifiers, weighted normals, or subdivision with support loops or creases. Also when shading is broken (smears on flat faces, stretching near a cut, pinching), a bevel shrinks or vanishes after a boolean, a boolean empties the mesh or leaves holes, choosing n-gons vs quads, or making a game-ready mid-poly.
This skill ships inside the skills package. Install the package to get this skill plus everything else in the bundle.
sv install scenario-labs/skillsBlender hard surface
Expert hard surface is controlled light on edges: every edge catches a highlight from a bevel or a support loop, flat faces read perfectly flat, and cuts stay editable until the design is settled. The experts disagree on method (n-gons and booleans vs quad cages and subdivision), not on the checks: order of operations, cutter hygiene, planar faces, a shiny matcap orbit. The agent builds the stack with the toolkit and lets the measurable gates find what a human finds by orbiting. If a sibling skill named here is missing from your available skills, ask the user to install it (npx skills add scenario-labs/skills --skill <name>); unattended, proceed from tool schemas and flag the gap.
REQUIRED BACKGROUND: scenario-blender-expert (execution channel, review loop, 5.2 API changes). Toolkit: scripts/bx_hardsurface.py (import sys; sys.path.append("<skills>/scenario-blender-hard-surface/scripts"); import bx_hardsurface as HS), world-space meters, stock Blender only.
Stance (the expert delta)
- Cut first, bevel after, normals last. Booleans above the angle-limited micro bevel, Weighted Normal at the very bottom, a late Mirror above it (Ryuu [00:26:26], [00:28:37]; du Mont [00:19:46]). In 5.2 a pinned modifier keeps its relative order inside the pinned group and new modifiers land above it, so pin bottom-up:
HS.order_stackdoes it andHS.add_booleanalways lands above the tail (verified). - Two bevels, two jobs (du Mont [00:12:25] to [00:15:15]): a weight-limited design bevel (8 to 12 segments) on chosen silhouette edges before the cuts, and an angle-limited micro bevel (30 degrees, Harden Normals, Miter Outer Arc) after every cut, because no real edge is perfectly sharp (Gambrell, du Mont, Ryuu).
- A bevel that shrinks after a boolean is geometry, not a setting (du Mont [00:20:18], [00:30:20]). Move the cutter well away from target edges or make it exactly coincident; keep Clamp Overlap on. Clamp Overlap limits the bevel over the whole object: a slot running 0.7 degrees off a facet edge (clamp ratio 3.8) wiped out the 3 mm bevel on a port elsewhere on the part [verified in 5.2.1].
HS.clamp_culpritsnames the cut. - Every wall, step, gap and rounding facet must be wider than 2x the micro bevel width [added, verified]: a 1 mm pocket floor, a 1.5 mm wall, a 2 mm groove with 1.5 mm bevels (a 3.1 mm one was clean) and a slot rounded in 30-degree facets all clamped the whole object's bevel.
- If Harden Normals or Weighted Normal changes nothing, the face is not flat (Gambrell [00:01:06]). Flatten it; more normal modifiers will not help.
- Pick the school by the part, not by taste. Planar machined parts with many cuts: n-gons + booleans + bevel + custom normals, about a quarter of the time and stays editable (Gambrell [00:18:01]). Continuous curvature, non-uniform roundness, a sculpt or bake high: quad cage + subdivision (rileyb3d, PzThree). Sharpen subD edges with support loops, not creases: 36,800 vs 3,600 triangles at equal quality (Lampel [00:05:28]).
- EXACT is the solver. Gambrell's 2021 "switch to Fast" predates 5.x: Float left 16 non-manifold edges on a coplanar cutter where Exact and Manifold were clean [verified]. When Exact misbehaves the operand is broken (Ryuu [00:15:13]): an open cutter gave Exact 19 non-manifold edges and Manifold silently skipped the cut [verified].
- Judge in a shiny matcap and close up on every cut (Gambrell [00:00:33], rileyb3d [00:06:32]). Whole-object sheets hide smears and shrunken bevels.
Establish first
| Input | Why it changes the plan | Default when silent |
|---|---|---|
| Purpose | render: 3+ micro segments (Gambrell); game mid-poly: 1 to 2 segments, triangulated, custom normals; bake: subD or boolean high + separate low | render still |
| Real size | bevel widths are absolute: du Mont uses about 3 mm on a small robot body, 1 mm on small parts, 0.1 mm on a collar | model at real size; if unknown, micro width 0.5% of the largest dimension [added] |
| Surface | mostly planar vs curved vs organic-mechanical | School A for planar parts, B for curved shells, hybrid when mixed |
| Budget and engine | Augusto: 15k tris, one 2K map; a quad-only pipeline forces School B (Gambrell [00:24:35]) | no budget: report tris |
| Later stages | sculpted damage or multires detail needs a quad cage (PzThree); rigging needs collapsed copies (du Mont) | none |
| Symmetry | mirror the target when the part is symmetric; mirror the cutter around the target when only the cut is (Gambrell [00:14:53]) | ask the reference |
Workflow
- Blockout at real size. Primitives or bmesh, then
HS.apply_scale(ob)(keeps children in place, flips winding on negative scale). Check proportions against a human-scale box through a long lens (du Mont [00:10:01]). GATE: scale is 1 on every object with a bevel, solidify or array; silhouette sheet reads (bx_review.review(..., modes=("silhouette",))). - Pick the school and build the base stack.
- A: design edges with
HS.find_edges(ob, min_angle=80, inside=...)+HS.set_edge_attr(ob, edges, 1.0), thenHS.hard_surface_stack(ob, micro_width=..., design_width=...). - B: quad cage in bmesh (few control points, square quads, rileyb3d / PzThree), then
HS.subd_stack(ob, support_width=...)(Bevel Weight, even segments, profile 1.0, Subdivision with UV Smooth Keep Corners) or explicitHS.support_loops.
GATE: HS.stack_problems(ob) == []; A has custom normals on the evaluated mesh.
- Cut (School A).
HS.make_cutter(target, "BOX"|"CYLINDER"|"SLOT", size, location, ...)builds a cutter that meets the checklist (scale 1, smooth, Cutters collection only, wire, hidden from render, parented, EXACT, wired above the tail).HS.as_cutterfor custom shapes,HS.slice_booleanfor Slice. Rules: extend past every surface entered; keep cutter edges far from target edges or exactly on them; offset a round cutter by half a segment against a target with the same count (same phase gave 10 non-manifold edges and streaks [verified];make_cutterdefault); round cutter corners in facets well under the bevel angle (4+ segments per 90 degrees). GATE after each cut:HS.cutter_report(c, target)clean,HS.clamp_probe(target)["ratio"] < 0.1, aHS.closeupof the cut looked at. - Design pass. Cluster details, leave calm areas, align with neighboring features (Ryuu [00:28:37], Gambrell [00:34:15]); hide perfect intersections behind a collar (du Mont [00:39:36]); union parts that must share a bevel (Gambrell [00:18:57]). GATE: a review sheet shows intent, not noise.
- Shading pass.
r = HS.shading_audit(ob); HS.verdict(r), thenHS.review([ob], out, modes=("matcap","reflect","hsgrey","wire"))and closeups. Triage withreferences/critique.md: smear on flat faces, non-planar faces, cuts on curvature (render first: Harden + WN already shaded 24/48-segment cylinder cuts cleanly; on a sphereHS.transfer_normalscut the normal error p95 from 2.79 to 0.34 degrees [verified]), mirror seam (HS.mirror_seam_fix). GATE: verdict empty or every remaining line explained, and the closeups agree. - School B detail and pinch check. Even bevel segments, profile 1.0, Keep Corners (Lampel [00:11:15]); brace both sides of a ridge equally (rileyb3d [00:11:08]); outset a border ring around inset circles (PzThree [00:42:25]); turn subdivision off to debug a cage artifact (Gambrell [00:14:44]). GATE:
r["subd_cage"]quads near 100%, no long rectangles on a cage that will be sculpted, shiny-matcap closeups free of pinches. - Game or export. Mid-poly:
g, tris = HS.game_version(ob, micro_segments=1)(Triangulate with keep custom normals after WN; stays in place because it shares the cutters); glTF kept the custom normals 100% [verified]. Baked asset: the low poly and bake go to scenario-blender-retopology and scenario-blender-uv-baking. Rig or export:HS.collapse(ob)on a copy (du Mont [01:07:29]). GATE: tri count within budget, triangles only, matcap closeup of the game copy. - Deliver renders, the verdict, tris per object, and what was not verified.
Numbers
| Value | Setting | Relative to / source |
|---|---|---|
| Micro bevel | angle 30 degrees, 3 segments render, 1 to 2 game, Harden Normals, Miter Outer Arc | Gambrell [00:17:20], du Mont [00:14:40] |
| Micro width | about 3 mm body, 1 mm small parts, 0.1 mm collar | real size, du Mont |
| Design bevel | Limit Method Weight, 8 to 12 segments | du Mont [00:13:32] |
| Big rolling curve | 46 to 50 segments; cutter edge bevels about 8 to 10 | Ryuu [00:12:53], [00:05:42] |
| Min feature | wall, step, groove, facet width > 2 x micro width | [added, verified] |
| Clamp probe | displacement over 10% of width = clamping | [added] |
| Solver | EXACT; MANIFOLD for speed with manifold operands; FLOAT only to diagnose | verified in 5.2.1 |
| Round cutters | vertex count set at creation (40 for screw holes); half-segment phase vs target | Ryuu [00:29:43]; [verified] |
| Bevel before Subdivision | 2 or 4 segments, profile 1.0, Weight, UV Smooth Keep Corners | Lampel [00:08:06], [00:11:15] |
| Creases | fine for small details or rounding a coarse cylinder at level 1; 10x tris for primary edges | Lampel, du Mont [00:52:18] |
| SubD cage | circle 18 verts body, 36 on a denser part; square quads | rileyb3d [00:01:34], PzThree [00:03:15] |
| Mirror seam fix | bevel Face Strength Affected + WN Face Influence, weight 100 | Gambrell [00:06:57] |
| Game budget | 15k tris, one 2K map, animated parts separate | Augusto [00:11:48] |
| Cost measured | case 1,984 tris (A) vs 4,608 (B, level 2); barrel 7,308 (A), 25,728 (B), 3,716 (A game) | test_03 [added] |
Quality gates
In code (all in HS.shading_audit, readable through HS.verdict): scale applied; stack_problems empty; custom normals present when expected; 0 non-manifold edges; 0 flat-shaded faces; 0 non-planar base faces (tolerance 1e-4 x size); no smear (corner normal leaning over 3 degrees on a flat face [added]); no hard edge (over 45 degrees) smoothed across; clamp ratio under 0.1; every boolean changes the mesh; cutter reports clean (coplanar, near-parallel, thin wall, narrow gap, near-miss, rounding facets, pokes out, hygiene). School B: quads %, quad aspect, crease length. Game: HS.tri_count, triangles only.
Visual: HS.review rows matcap (forms), reflect (check_reflection_horizontal: stripes run continuous over bevels and rounds), hsgrey (bevel highlights), wire (real boolean topology); views front, threequarter, top, low. Then one HS.closeup(ob, point, radius, ...) per cut in shiny (metal_carpaint). Look for gradient smears on flat faces, a bevel highlight broken or narrower at a cut, stretch at cut corners on curves, a butterfly on a mirror seam, subD pinches, facets on cut walls. A straight-down shiny view saturates white: use matcap or hsgrey from the top.
Common mistakes
| Mistake | What it looks like | Fix |
|---|---|---|
| Boolean below the micro bevel | cut edges razor sharp, rest beveled | HS.order_stack(ob) |
| Weighted Normal added after pinning the bevel | WN lands above the bevel, smears return | pin bottom-up (order_stack) |
| Cutter near but not on a target face or edge | whole-object bevel narrower, thin steps | move clearly away or snap exactly; cutter_report, clamp_culprits |
| Groove or wall thinner than 2x bevel | clamped bevels everywhere | widen the feature or thin the bevel |
| Round cutter in phase with the target facets | streaks, black patches, non-manifold edges | half-segment phase (default in make_cutter) |
| Rounded cutter corners at 30-degree facets | micro bevel catches facet edges, clamps | more segments (beveled_narrow_facet_edges) |
| Flat-shaded cutter | facets on the cut walls | cutters smooth (make_cutter does it) |
| "Switch to Fast" | non-manifold result on coplanar faces | EXACT; repair the operand instead |
| Unapplied scale | uneven bevel widths | HS.apply_scale |
| Stacking normal fixes on a non-planar face | stretch that nothing fixes | HS.flatten_faces |
| Data Transfer placed before WN, or scoped by a vertex group | no effect / cut walls shaded like the skin | HS.transfer_normals (after WN, distance-scoped) |
| du Mont's support cut placed through a round cut | rim edges halved, clamp 0 to 1.2 [verified] | only where sliver_report shows boolean slivers; measure before and after |
| Creases on primary subD edges | soft, pinched, heavy | support loops or bevel before subdivision |
| Moving a game copy or slice | cuts vanish (cutters stay with the original) | keep it in place, or HS.collapse then move |
Blender 5.2 notes
- Auto Smooth is gone (4.1):
bpy.ops.object.shade_auto_smoothadds a pinned Smooth by Angle node modifier (works headless withtemp_override); WN, Harden Normals and Data Transfer need no Auto Smooth. - Boolean solvers:
'EXACT'(default),'MANIFOLD'(4.5),'FLOAT'(the old Fast, renamed 5.0). - Bevel weights and creases are attributes
bevel_weight_edge/crease_edge(4.0); the Bevel modifier reads any attribute throughedge_weight. ob.modifiers.move(i, j)silently refuses moves that involve pinned modifiers;modifier_move_to_indexreturns CANCELED. Unpin, move, re-pin bottom-up.bmesh.ops.beveldefaults aresegments=0, profile=0.0: always pass both.- EXACT gives cutter-made vertices the target's vertex-group weights (verified), so vertex groups cannot keep a Data Transfer off cut walls.
- Bool Tool, LoopTools, Extra Objects are extensions (4.2); LoopTools Circle/Flatten/Space are built in (
mesh.circularize,mesh.flatten,mesh.space_edge_loops_evenly); Relax and Round Cube are not.
References
references/procedures.md: full tested code for the three parts (panel, case both schools, barrel both schools), every audit case, game routes. Load before scripting.references/critique.md: the rubric and triage table to judge a render and a verdict. Load at every shading pass.references/expert-notes.md: the experts' principles, disagreements and deciding conditions, with timestamps. Load when a choice is not covered here.references/sources.md: the nine videos, who, what each is best for, best timestamps.