resource_create_material
Create a StandardMaterial3D resource with customizable properties like albedo color, roughness, metallic, and emission, then optionally assign it to a node in your Godot project.
Instructions
Create a StandardMaterial3D resource and optionally assign it to a node.
Category: Resource
Args: project_path: Path to the Godot project directory save_path: Path where the material will be saved (e.g., "materials/red.tres") albedo_color: Base color as hex string (e.g., "#FF0000") or color name (e.g., "red") roughness: Surface roughness (0.0 = smooth/reflective, 1.0 = rough) metallic: Metallic value (0.0 = non-metal, 1.0 = metal) emission_enabled: Enable emission/glow effect emission_color: Emission color as hex string or color name emission_energy: Emission intensity multiplier transparency: Transparency mode ("disabled", "alpha", "alpha_scissor", "alpha_hash") cull_mode: Face culling mode ("back", "front", "disabled") scene_path: Optional scene path to assign the material to a node target_node_path: Optional node path to assign the material (e.g., "root/MeshInstance3D")
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| project_path | Yes | ||
| save_path | Yes | ||
| albedo_color | No | ||
| roughness | No | ||
| metallic | No | ||
| emission_enabled | No | ||
| emission_color | No | ||
| emission_energy | No | ||
| transparency | No | ||
| cull_mode | No | ||
| scene_path | No | ||
| target_node_path | No |
Output Schema
| Name | Required | Description | Default |
|---|---|---|---|
| result | Yes |