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create_procedural_material

Build a complete procedural texture material in one call, generating coordinates, pattern nodes, ramp, and Principled BSDF wiring without image files or UV unwraps.

Instructions

Build a complete procedural texture as a material, in one call.

Prefer this over hand-wiring texture nodes. It creates the full graph ( coordinates, mapping, the pattern's texture nodes, a tuned colour ramp, and the Principled BSDF) and returns the node names so you can adjust anything afterwards with set_shader_node_input or the colour ramp tools.

Procedural beats image textures here: no files, no UV unwrap needed, and it stays sharp at any camera distance.

Call list_procedural_patterns() to see what each pattern looks like.

Args: name: Name for the new material. pattern: One of the supported patterns, e.g. 'fire', 'wood', 'veins'. scale: Feature size. Lower is bigger and broader, higher is finer and busier. 5.0 is a sensible default; try 1-3 for large forms and 20+ for fine detail. detail: Fractal octaves, 0-15. Higher adds finer sub-detail at the cost of render time. Applies to noise, cloud, wood, marble, plasma and fire. The cellular patterns (voronoi, veins, scales, sparks), stripes, weave and gradient have no detail socket and ignore it. distortion: Warps the pattern. Small values (0.5-2.0) make wood and marble look organic rather than machine-perfect. Applies to noise, cloud, stripes, wood, marble, plasma and fire. The cellular patterns, weave and gradient ignore it. roughness: Surface roughness 0-1 for the Principled BSDF. metallic: Metallic 0-1 for the Principled BSDF. colors: Optional list of RGB or RGBA colours for the ramp, in order. Omit to use the pattern's own tuned palette. banded: Use CONSTANT ramp interpolation, giving hard-edged bands instead of smooth blending. Turns noise into discrete regions: scale plates, cracked mud, cel shading. connect_to_bsdf: Wire the result into the Principled BSDF base colour so the material renders immediately. Set False to leave the pattern subtree unconnected for manual wiring.

Returns: Dict with the material name, the created node names, and ignored_params listing any arguments this pattern could not use.

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
nameYes
scaleNo
bandedNo
colorsNo
detailNo
patternYes
metallicNo
roughnessNo
distortionNo
connect_to_bsdfNo

Output Schema

TableJSON Schema
NameRequiredDescriptionDefault

No arguments

Schema Changelog

Changes observed during successful MCP inspections.

  1. Addedv1.3.0

TDQS

A4.7/5.0
Behavior4/5

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

With no annotations, the description carries the full burden and does so well: it discloses the exact graph it builds (coordinates, mapping, pattern nodes, colour ramp, Principled BSDF), that it returns node names for later adjustment, that connect_to_bsdf controls wiring, and critically that some parameters are silently ignored per pattern (cellular/weave/gradient) via ignored_params. It doesn't state render-time or performance caveats beyond detail cost, keeping it just shy of 5.

Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.

Conciseness4/5

Is the description appropriately sized, front-loaded, and free of redundancy?

Front-loaded with the purpose, then rationale, then a well-structured Args/Returns block. It is long but nearly every sentence adds behavioral or parameter information; only the 'Procedural beats image textures' framing is mildly marketing-flavored.

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?

Output schema exists and the description still summarizes the return shape (material name, node names, ignored_params) without over-explaining. For a 10-parameter, mutation-style creation tool with no annotations, the description covers purpose, alternatives, per-param semantics, and post-call workflow completely.

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 description must compensate entirely, and it does: every one of the 10 parameters gets range, default guidance, and applicability notes (detail 0-15 and which patterns honor it; distortion values 0.5-2.0 for wood/marble; colors order and omission semantics). This is a model case of compensating for a bare 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 ('Build a complete procedural texture as a material') and clarifies scope ('in one call'), which distinguishes it from the manual node-wiring path and from siblings like create_material, create_principled_material, add_texture_node and create_raster_texture.

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?

Explicitly says 'Prefer this over hand-wiring texture nodes' and contrasts procedural vs image textures ('no files, no UV unwrap needed'), plus points to list_procedural_patterns() as the prerequisite discovery step. The only missing piece is an explicit exclusion for when a raster/image texture is preferable, but the contrast implies it.

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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