blender_make_material
Create physically based PBR materials from real-world presets, with optional property overrides, and assign them to objects in Blender.
Instructions
Create a physically sensible PBR material from a named preset.
Presets set the Principled BSDF correctly for the real substance - car paint
gets metallic plus a clear coat, glass gets transmission and IOR 1.52,
leather and fabric get high roughness, emissive presets get emission colour
and strength. Any socket can be overridden. Pass assign to put it on
objects in the same call.
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| ior | No | Index of refraction override. | |
| coat | No | Clear coat weight, for car paint and lacquer. | |
| name | No | Material name. | Material |
| alpha | No | ||
| assign | No | Object names to assign the new material to. | |
| preset | No | Physical preset: plastic, matte, rubber, glass, frosted_glass, chrome, brushed_steel, gold, copper, aluminium, car_paint, car_paint_white, fabric, leather, wood, concrete, asphalt, ceramic, emissive, emissive_red, neon, toon, velvet, sponge. | matte |
| metallic | No | 0-1 override. | |
| roughness | No | 0-1 override. | |
| base_color | No | RGB 0-1 override. | |
| transmission | No | 0-1; 1 makes the surface glass-like. | |
| coat_roughness | No | 0-1. | |
| emission_color | No | RGB 0-1. | |
| response_format | No | 'markdown' for readable output, 'json' for raw structured data. | markdown |
| emission_strength | No | 0 and up. |