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Create PBR scene

create_pbr_scene

Construct a complete physically-based 3D scene with PBR shading, environment lighting, and camera. Exposes controls for metallic, roughness, base color, and spin to adjust reflections.

Instructions

Build a physically-based 3D scene: a Geometry COMP holding the chosen primitive (sphere/torus/box) shaded by a PBR MAT (base colour, metallic, roughness), lit by an Environment Light for image-based lighting (fed a Constant TOP of env_color so it works with no HDRI file) plus a key Light, framed by a Camera and rendered to a Null. Creates a new baseCOMP under parent_path holding the Environment Light + envmap Constant TOP, the PBR MAT, a Geometry COMP, a key Light, a Camera, a Render TOP, and a Null output. Use create_3d_scene instead for basic (non-PBR) shading or GPU instancing. Exposes Metallic, Roughness, BaseColor and Spin controls; set rotate to turn the object so its reflections move. Returns a summary plus a JSON block with the container path, created node paths, the material/lights/geometry/camera/render/output paths, exposed controls, any node errors, warnings, and an inline preview image.

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
shapeNoGeometry to render with the PBR material.sphere
metallicNoPBR metalness: 0 = dielectric (plastic/clay), 1 = metal. Bound to the Metallic knob.
roughnessNoPBR roughness: 0 = mirror-sharp reflections, 1 = fully diffuse/matte. Bound to the Roughness knob.
base_colorNoPBR base/albedo colour as [r,g,b] in 0..1 (light gray by default). Also seeds the BaseColor swatch.
env_colorNoColour of the environment light used for image-based lighting, as [r,g,b] in 0..1 (soft white). With no HDRI this drives a Constant TOP fed into the Environment Light.
rotateNoContinuous spin of the whole object around Y in degrees/sec (0 = still). Shows off the PBR reflections as the surface turns.
expose_controlsNoWhen true (default), expose live Metallic, Roughness, BaseColor and Spin controls.
parent_pathNoParent network where the PBR-scene container is created (default '/project1')./project1
Behavior4/5

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

The description details what nodes are created, controls exposed, and return value (summary with JSON block). Annotations (readOnlyHint=false, destructiveHint=false) are consistent. No contradictions. Could mention if cleanup on failure, but overall transparent.

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 long but well-structured: purpose, components, alternatives, controls. Every sentence adds value, though could be slightly trimmed. It front-loads the key action and lists specifics.

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?

Given no output schema, the description explains the return value (summary + JSON block with paths, errors, preview). It covers all created components, controls, and alternatives among siblings. Complete for a tool with 8 parameters and no output schema.

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?

Schema coverage is 100%, but the description adds meaning beyond schema: explains env_color drives the Constant TOP, rotate shows off reflections, expose_controls allows live tweaking. The description adds context not in the raw 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 it builds a physically-based 3D scene, specifying the components (Geometry COMP, PBR MAT, Environment Light, etc.) and distinguishes from the sibling tool create_3d_scene which is for non-PBR or GPU instancing.

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 states 'Use create_3d_scene instead for basic (non-PBR) shading or GPU instancing' providing clear when-not and alternative. The description also implies usage for PBR scenes.

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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