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Create 3D scene

create_3d_scene

Build a 3D scene with geometry, camera, light, and render TOP. Supports GPU instancing with random size and rotation, and exposes scene spin and zoom knobs.

Instructions

Build a renderable 3D scene: a Geometry COMP holding the chosen primitive (sphere/box/grid), a Camera, a Light, and a Render TOP, output as a Null. Creates a new baseCOMP under parent_path holding all of these — optionally instanced into a grid of instances copies via GPU instancing, with scale_variation for per-copy random sizes and spin for per-copy rotation over time. Exposes RotateY (whole-scene spin) and Zoom (camera distance) knobs. The starting point for 3D visuals — bind RotateY to a tempo ramp or an audio feature to make it move. Use create_3d_audio_reactive instead when you want the geometry driven by sound, or create_pbr_scene for physically-based materials. Returns a summary plus a JSON block with the container path, created node paths, the geometry/camera/render/output paths, exposed controls, any node errors, warnings, and an inline preview image.

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
primitiveNoGeometry to render.sphere
instancesNoCopies to scatter via GPU instancing on a grid (1 = a single object).
spinNoPer-instance spin around Y in degrees/sec (0 = still). Each copy rotates in place over time; needs instances > 1.
scale_variationNoPer-instance size variation: 0 = all the same size, 1 = sizes range from 0 to full. Needs instances > 1.
expose_controlsNoWhen true (default), expose live RotateY (spin) and Zoom (camera distance) knobs.
parent_pathNoParent network where the 3D-scene container is created (default '/project1')./project1
Behavior5/5

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

The description goes far beyond the sparse annotations (readOnlyHint, destructiveHint, openWorldHint) by detailing what nodes are created, how instancing works with scale_variation and spin, exposed controls, and the return value structure. No contradictions with annotations.

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?

The description is well-structured: starts with main purpose, then details, then alternatives, then return info. It is slightly verbose with phrases like 'bind RotateY to a tempo ramp' which, while helpful, could be trimmed. Overall efficient for the complexity.

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?

Given the tool's complexity (6 parameters, no output schema), the description covers purpose, usage, parameters, return value, and alternatives comprehensively. It lacks explicit error handling details but is otherwise very thorough.

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

Parameters4/5

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

While the input schema already has 100% coverage with descriptions, the tool description adds meaningful context for parameters like 'spin' and 'scale_variation' by explaining their behavior (e.g., 'Each copy rotates in place over time; needs instances > 1'), which adds value beyond the 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?

The description clearly states the tool builds a renderable 3D scene with specific components (Geometry, Camera, Light, Render, Null) and explicitly distinguishes it from siblings create_3d_audio_reactive and create_pbr_scene by naming them and describing their different use cases.

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?

The description provides explicit guidance on when to use this tool ('starting point for 3D visuals') and when not to use it (use create_3d_audio_reactive or create_pbr_scene instead for specific needs), making it easy for the agent to select the correct tool.

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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