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Fix a texture's seams

fix_asset_seams

PAID (~100 credits, one image-to-image call). Make a texture tile seamlessly. Textures are created as raw grid cells, so CHECK get_asset first: metadata.seamless.seamMetric.pass is a FREE verdict on whether this cell already tiles cleanly, and metadata.seamless.fixed tells you if it was already fixed. Do not spend on a cell that passes. The fix lands as a new current revision. DEFAULTS TO A COST PREVIEW — see the dryRun argument. Returns { jobId } — poll get_job.

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
dryRunNoDEFAULTS TO TRUE. While true this returns only a cost quote ({ estimatedCredits, balance, spendCapDaily, spentLast24h, capRemaining }) and executes nothing. Show the user estimatedCredits and get an explicit yes for that amount, THEN re-call with dryRun:false to actually spend.
assetIdYesTexture asset id or slug.
iterationIdYesRevision (iteration) id to fix.
idempotencyKeyNoOptional Idempotency-Key for the real (dryRun:false) call. Omit and one is minted per call. Reuse the SAME value when retrying a call that failed with ENTITY_BUSY / 402 / 429 so the retry cannot double-dispatch.

TDQS

A4.7/5.0
Behavior5/5

Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?

The description adds substantial behavioral context beyond the annotations: it discloses the credit cost (~100 credits), the fact that it makes one image-to-image call, that it produces a new current revision, that it defaults to a cost preview (dryRun), and that it returns a jobId requiring polling via get_job. These details are not in the annotations (readOnlyHint false, destructiveHint false, etc.) and are crucial for correct invocation and user communication.

Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.

Conciseness5/5

Is the description appropriately sized, front-loaded, and free of redundancy?

The description is concise yet information-dense. Each sentence serves a purpose: flagging the cost, stating the core action, pointing to the free pre-check, warning against unnecessary spending, describing the revision outcome, and explaining the dryRun default and return value. There is no fluff, and critical information is front-loaded with the cost warning.

Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.

Completeness5/5

Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?

For a paid, async tool with complexity around dryRun and idempotency, the description is remarkably complete. It covers prerequisites (get_asset check), cost, default behavior, return shape ({ jobId }), and next steps (poll get_job). The lack of an output schema is compensated by this explicit return description, and the tool's side effects are clearly stated.

Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.

Parameters3/5

Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?

The schema description coverage is 100%, so the baseline is 3. The description does not add significant parameter-level meaning beyond what the schema already provides for assetId, iterationId, dryRun, and idempotencyKey. It does reinforce the dryRun default and cost preview behavior, but that is already in the schema, so no additional value is added.

Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.

Purpose5/5

Does the description clearly state what the tool does and how it differs from similar tools?

The description clearly states the tool's purpose: 'Make a texture tile seamlessly.' This is a specific verb+resource combination that immediately distinguishes it from sibling tools like revise_asset or reprocess_asset. It also provides critical context about being a paid image-to-image call, which further differentiates it from free inspection tools.

Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.

Usage Guidelines5/5

Does the description explain when to use this tool, when not to, or what alternatives exist?

The description gives explicit usage guidance: check get_asset first, use the free seamMetric.pass verdict to avoid spending credits on cells that already tile, and do not spend on passing cells. It also instructs to use the dryRun argument to preview cost and get explicit user approval before the real call. This clearly tells the agent when to use this tool versus alternatives.

Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.

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TDQS

A3.9/5.0
Disambiguation4/5

Most tools have clearly distinct purposes, and the descriptions are extremely detailed with cross-references (e.g., animate_asset vs frame_animation vs generate_character_animation). A few pairs like reprocess_asset vs revise_asset could be confused initially, but their descriptions and use cases are explicit enough to prevent misselection.

Naming Consistency5/5

All tool names follow a consistent verb_noun pattern in snake_case (e.g., create_project, get_asset, cancel_job). Verbs are imperative and nouns are appropriately singular/plural, making the API predictable and readable.

Tool Count2/5

At 41 tools, the server is far beyond the 15-25 range considered reasonable for most APIs. While the domain is broad (project, assets, characters, animations, jobs, exports, credits), the sheer number creates a heavy surface that may overwhelm agents and suggests the API could be consolidated into higher-level operations.

Completeness4/5

The tool set covers the full creative pipeline: project creation, asset/character generation, animation (both AI and frame-based), revisions, exports, and job management. Minor gaps include lack of delete operations for assets/characters/projects and no listing of all jobs, but these are not critical for the core workflow and are likely intentional for a generative art platform.

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