blender_procedural_material
Create a complete procedural material graph in one call, wiring mapping, texture, color ramp, roughness, and bump nodes for hard-surface or natural surfaces.
Instructions
Build a complete procedural surface in one call.
Wires a coordinate and mapping node to a noise, voronoi, wave or checker texture, then through a colour ramp into Base Color, a map-range into Roughness, and the raw field into a bump node. This is the graph most hard-surface and natural surfaces actually need, and it is tedious to assemble socket by socket.
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| name | No | Material name. | Procedural |
| scale | No | Feature size. | |
| assign | No | Objects to assign to. | |
| detail | No | ||
| color_a | No | Low colour RGB. | |
| color_b | No | High colour RGB. | |
| feature | No | Voronoi feature: F1, F2, SMOOTH_F1, DISTANCE_TO_EDGE. | F1 |
| pattern | No | Driver texture. | fbm |
| metallic | No | ||
| ramp_low | No | ||
| ramp_high | No | ||
| rough_low | No | ||
| wave_type | No | Wave type: BANDS, RINGS, X, Y, Z, DIAGONAL. | BANDS |
| distortion | No | ||
| rough_high | No | ||
| bump_distance | No | ||
| bump_strength | No | 0-1 bump relief. | |
| response_format | No | 'markdown' for readable output, 'json' for raw structured data. | markdown |