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create_raster_texture

Create a raster image texture for patterns requiring discrete marks like runes, which procedural shaders cannot generate.

Instructions

Generate an image texture for patterns shader nodes cannot express.

Use this only for patterns that place discrete marks. Shader nodes evaluate a function per point and have no way to say "draw a glyph here, then another over there", so runes need real pixels. Everything else should go through create_procedural_material, which stays sharp at any resolution.

The image is packed into the blend file. No file is written to disk.

Args: name: Name for the generated image datablock. pattern: A raster pattern. Currently 'runes'. size: Pixel width and height, up to 2048. Cost grows with the square. count: How many marks to stamp. 0 leaves a blank field. seed: Change for a different arrangement; the same seed always reproduces the same image. foreground: RGB or RGBA colour of the marks. background: RGB or RGBA colour behind them.

Returns: Dict with the image name, size, and mark count.

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
nameYes
seedNo
sizeNo
countNo
patternYes
backgroundNo
foregroundNo

Output Schema

TableJSON Schema
NameRequiredDescriptionDefault

No arguments

Behavior5/5

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

Despite no annotations, the description fully discloses behavioral traits: explains why shader nodes fail, that image is packed in blend file, cost scales quadratically with size, seed reproducibility, and blank field when count is 0.

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?

Well-structured with a clear title sentence, usage context, then a clean args list. Every sentence adds value without redundancy. Highly efficient use of space.

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

Completeness5/5

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

Given no annotations but an output schema described, the description covers all necessary context: use case, limitations, parameter details, side effects, and return value. No gaps remain.

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?

With 0% schema coverage, the description comprehensively explains all 7 parameters, adding details like 'runes' for pattern, max size 2048, cost scaling, blank field for count=0, seed reproducibility, and RGBA for colors.

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 clearly states the tool generates image textures for patterns shader nodes cannot express, specifically for discrete marks like runes. It distinguishes from create_procedural_material by explaining the fundamental limitation of shader nodes.

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

Usage Guidelines5/5

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

Provides explicit when-to-use and when-not-to-use guidance, naming the alternative tool create_procedural_material for non-discrete patterns. Also notes that the image is packed into the blend file and no file is written to disk.

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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