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09_baking.feature•1.89 KiB
Feature: Baking
As a retopology artist
I want to bake normal maps from high-poly to low-poly meshes
So that I can preserve surface detail on optimized geometry
Background:
Given the MCP server is running
And the Blender addon is connected
And high-poly and low-poly meshes exist
And the low-poly mesh has UV coordinates
Scenario Outline: Bake normal map with different settings
Given a high-poly mesh "HighDetail" and low-poly mesh "LowDetail"
And "LowDetail" has proper UV unwrapping
When I call bake_normals with high="HighDetail", low="LowDetail", map_size=<size>, space="<space>"
Then a normal map image is created at //textures/
And the image resolution is <size>x<size>
And the normal map uses <space> space
And the image is assigned to "LowDetail" material's normal map slot
And the file path is returned
Examples:
| size | space |
| 2048 | tangent |
| 4096 | tangent |
| 1024 | object |
Scenario: Bake normals with cage
Given a high-poly and low-poly with significant distance
When I call bake_normals with cage="CageObject"
Then the cage is used for ray-casting
And surface details are captured accurately
And baking artifacts are minimized
Scenario: Bake normals error on missing UVs
Given a low-poly mesh without UV coordinates
When I call bake_normals
Then the call fails with error
And the message suggests unwrapping UVs first
Scenario: Bake normals creates texture directory
Given the //textures/ directory does not exist
When I call bake_normals
Then the directory is created automatically
And the normal map is saved there
Scenario: Bake normals material setup
Given "LowDetail" has no material
When I call bake_normals
Then a new material is created
And the normal map node is connected to the shader
And the material is assigned to "LowDetail"