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create_material

Create an empty material: a bare Principled BSDF at default values.

Instructions

Create an empty material: a bare Principled BSDF at default values.

Use this only when you will wire the node tree yourself with add_shader_node and connect_shader_nodes. For a plain surface with a colour, metallic and roughness set in one call, use create_principled_material. For wood, marble, fire and other patterned surfaces, use create_procedural_material.

Args: name: Name for the new material.

Returns: Confirmation dict with the created material name.

Input Schema

NameRequiredDescriptionDefault
nameYes

Output Schema

NameRequiredDescriptionDefault

No arguments

Schema Changelog

Changes observed during successful MCP inspections.

  1. First observedv0.1.0

TDQS

A4.4/5.0
Behavior4/5

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

No annotations are supplied, so the description carries the disclosure burden; it does state what the created object contains (default Principled BSDF) and that the return is a confirmation dict. It does not state whether the material is assigned to any object, whether an active object is required, or whether creation is reversible, so the mutation-context picture is slightly incomplete.

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 statement of what is created, followed by routing guidance and a short Args/Returns block. Every sentence carries information and nothing is redundant.

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?

An output schema exists so return values need not be explained, and the description covers purpose, alternatives, the one parameter and the return type. The remaining gap is behavioral context for a mutation tool (assignment side effects, required scene state) with no annotations to lean on.

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

Parameters3/5

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

Schema description coverage is 0% on the single 'name' parameter, so the description must compensate; 'Name for the new material' adds only the association with the new material and no format, uniqueness, or character constraints. This is the minimum viable compensation for a low-coverage 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 and pins down exactly what is produced ('an empty material: a bare Principled BSDF at default values'), which lets an agent distinguish it from the material-creating siblings without opening any schema.

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?

Gives an explicit usage condition ('use this only when you will wire the node tree yourself with add_shader_node and connect_shader_nodes') and names two alternatives with the conditions that select each (create_principled_material for colour/metallic/roughness in one call, create_procedural_material for patterned surfaces).

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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