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35_shading_validation.feature•4.38 KiB
Feature: Shading Validation Tools
As a retopology artist
I want to quickly set up viewport for shading validation
So that I can detect shading artifacts and surface issues
Background:
Given the MCP server is running
And the Blender addon is connected
And a mesh object exists in the scene
# ============================================================================
# set_matcap_shading - Quick Matcap Setup for Validation
# ============================================================================
Scenario: Set matcap shading for validation
When I call set_matcap_shading
Then viewport shading is set to SOLID with matcap
And wireframe overlay is disabled
And this configuration reveals shading artifacts
And harsh lines and bright spots become visible
Scenario: Set matcap shading with specific matcap
When I call set_matcap_shading with matcap_name="clay"
Then the specified matcap is applied
And shading mode is SOLID
Scenario Outline: Different matcaps for different purposes
When I call set_matcap_shading with matcap_name="<matcap>"
Then the <matcap> matcap is applied
And surface detail visibility matches purpose
Examples:
| matcap |
| clay |
| metal |
| skin |
| basic |
# ============================================================================
# toggle_wireframe_overlay - Control Wireframe Visibility
# ============================================================================
Scenario: Disable wireframe overlay
Given wireframe overlay is currently enabled
When I call toggle_wireframe_overlay with enabled=false
Then wireframe overlay is hidden
And only shading is visible
And this is optimal for shading validation
Scenario: Enable wireframe overlay
Given wireframe overlay is currently disabled
When I call toggle_wireframe_overlay with enabled=true
Then wireframe overlay is visible
And topology is visible on top of shading
Scenario: Toggle wireframe without parameter
Given wireframe overlay is enabled
When I call toggle_wireframe_overlay without parameters
Then wireframe overlay state is toggled
And new state is returned
# ============================================================================
# Shading Validation Workflow
# ============================================================================
Scenario: Complete shading validation setup
When I call set_matcap_shading
And I call toggle_wireframe_overlay with enabled=false
And I call set_view_projection with projection="ORTHO"
Then viewport is optimally configured for shading inspection
And surface issues like harsh lines are clearly visible
And bright spots and pinching become apparent
Scenario: Validate shading from multiple angles
When I call set_matcap_shading
And I call align_view_to_axis with axis="Y" and side="POS"
And I capture a screenshot
And I call align_view_to_axis with axis="X" and side="POS"
And I capture a screenshot
Then I have front and right view screenshots for validation
# ============================================================================
# toggle_smooth_shading - Control Smooth/Flat Shading
# ============================================================================
Scenario: Enable smooth shading on object
Given a mesh with flat shading
When I call toggle_smooth_shading with object_name="Mesh" and smooth=true
Then the mesh uses smooth shading
And surface appears smooth without additional geometry
Scenario: Enable flat shading for inspection
Given a mesh with smooth shading
When I call toggle_smooth_shading with smooth=false
Then the mesh uses flat shading
And individual face angles are visible
And this helps identify problem faces
# ============================================================================
# Error Handling
# ============================================================================
Scenario: Set shading on non-existent matcap
When I call set_matcap_shading with matcap_name="nonexistent_matcap"
Then I receive an error or warning
And a default matcap is used instead
Scenario: No 3D viewport available
Given no 3D viewport is open
When I call set_matcap_shading
Then I receive an error message
And the error indicates no 3D viewport found