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set_material_property

Set a material's Principled BSDF node property in Blender by providing material name, property name, and value. Adjust base color, metallic, roughness, and more without editing nodes.

Instructions

Set a property on a material's Principled BSDF node.

Args: material_name: Target material. property_name: Node input name (e.g., 'Base Color', 'Metallic', 'Roughness'). value: The value to set.

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
valueYes
material_nameYes
property_nameYes

Schema Changelog

Changes observed during successful MCP inspections.

  1. First observedv3.0.0

TDQS

B3.2/5.0
Behavior2/5

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

With no annotations, the description carries the full burden of behavioral disclosure. It does not state whether the Principled BSDF node is created if missing, whether existing values are overwritten, how the value is interpreted for different property types, or what side effects occur on materials already assigned to objects.

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 compact and front-loaded with the core purpose, followed by a minimal Args section. Every line earns its place and there is no redundant or promotional language.

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

Completeness2/5

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

For a mutation tool with no annotations and no output schema, the description is incomplete. It omits value formatting rules, behavior when the node or material is missing, property name constraints, and any error or return behavior. An agent would likely need to guess about value serialization.

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?

Schema description coverage is 0%, so the description must compensate. It adds useful meaning: material_name is the target material, property_name is a node input name with examples like 'Base Color', and value is the value to set. However, it does not explain how to encode complex values such as colors or floats, which is critical for a string-typed value parameter.

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 states a specific verb and resource: 'Set a property on a material's Principled BSDF node.' This clearly distinguishes it from sibling tools like set_shader_node_value, which targets arbitrary shader nodes, and configure_*_material tools, which configure whole material presets.

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

Usage Guidelines2/5

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

The description gives no guidance on when to use this tool versus alternatives. It does not mention set_shader_node_value, configure_display_material, or create_material, nor does it state any exclusions or prerequisites. The usage context is only implied by the operation name and purpose.

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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