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texture_generate_orm

Generate a packed ORM texture from source maps or flat values, packing Occlusion, Roughness, and Metallic into RGB channels for Unreal material pipelines.

Instructions

Generate a packed ORM Texture2D asset for technical-art material pipelines.

The output packs Occlusion into R, Roughness into G, Metallic into B, and alpha to 255. If a source texture path is omitted or cannot be sampled, the matching flat default value is used.

Args: output_name: Texture asset name, e.g. "T_Prop_ORM" folder_path: Content Browser folder for the generated texture occlusion_texture_path: Optional grayscale/source texture for R roughness_texture_path: Optional grayscale/source texture for G metallic_texture_path: Optional grayscale/source texture for B occlusion_channel: Source channel to sample, one of r/g/b/a roughness_channel: Source channel to sample, one of r/g/b/a metallic_channel: Source channel to sample, one of r/g/b/a occlusion: Flat fallback value 0.0-1.0 roughness: Flat fallback value 0.0-1.0 metallic: Flat fallback value 0.0-1.0 width: Generated texture width when flat/default data is used height: Generated texture height when flat/default data is used overwrite: Delete/recreate an existing asset at the same path save: Save the generated texture package immediately

KB: see knowledge_base/08_MATERIALS_AND_RENDERING.md#overview Example: texture_generate_orm(output_name="ExampleName")

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
saveNo
widthNo
heightNo
metallicNo
occlusionNo
overwriteNo
roughnessNo
folder_pathNo/Game/Materials/Textures
output_nameYes
metallic_channelNor
occlusion_channelNor
roughness_channelNor
metallic_texture_pathNo
occlusion_texture_pathNo
roughness_texture_pathNo

Output Schema

TableJSON Schema
NameRequiredDescriptionDefault
resultYes

Schema Changelog

Changes observed during successful MCP inspections.

  1. First observedv1.0.0

TDQS

A4.7/5.0
Behavior5/5

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

With no annotations provided, the description carries the full burden and delivers: it discloses the channel-packing format, the deterministic fallback when a source path is omitted or unsampleable, and the destructive overwrite semantics ('Delete/recreate an existing asset at the same path'). The save parameter and the conditional width/height behavior add operational context the schema does not convey.

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?

Front-loaded with purpose and output behavior, then a scannable Args block that earns its length given the 0% schema coverage. The KB reference and minimal invocation example close it out with no filler or redundancy.

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

Completeness4/5

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

For a 15-parameter tool with no annotations and no schema descriptions, the description covers purpose, fallback behavior, destructive side effects, and every parameter's semantics, while the output schema presumably covers return values. Small gaps remain: behavior when an existing asset is present with overwrite=false and whether folder_path is auto-created.

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

Parameters5/5

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

Schema description coverage is 0%, so the Args block must document all 15 parameters—and it does comprehensively: texture paths are mapped to output channels R/G/B, channel params are given allowed values (r/g/b/a), flat values get ranges (0.0-1.0), and overwrite/save receive behavioral definitions. The 'T_Prop_ORM' naming example and the path-to-fallback pairing add meaning entirely absent from the schema.

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?

States a specific verb and resource: 'Generate a packed ORM Texture2D asset for technical-art material pipelines.' The channel mapping (Occlusion→R, Roughness→G, Metallic→B, alpha 255) precisely defines the deliverable, distinguishing the tool sharply from sibling texture tools like import_texture and texture_audit_memory.

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

Usage Guidelines4/5

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

The context is clear: the tool is scoped to technical-art material pipelines, and the optional-source/fallback-value design makes the packing use case obvious. However, it never names alternatives or states when not to use it (e.g., using import_texture for raw single-channel maps), so exclusion logic is left to inference.

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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