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Create step repeat (brick/grid tiling)

create_step_repeat

Tiles any source TOP into a grid of cells with adjustable gap, position jitter, rotation jitter, and optional brick offset. Uses a built-in noise pattern if no source is provided.

Instructions

Tile a source TOP into a rows×cols brick/grid pattern with per-cell gap, position jitter, rotation jitter, and an optional brick/masonry half-tile row offset — all computed per-cell in a single GLSL TOP shader (stock TOPs only, no external files besides the optional source). Defaults to a built-in synthetic Noise TOP so the grid previews standalone on any install without a source (no external asset). Output is a nullTOP. Returns a summary plus JSON with node paths, live controls, warnings, and an inline preview image.

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
gapNoFractional inset per cell (0 = tiles touch, 0.5 = half the cell is gap).
colsNoNumber of tile columns (horizontal repeats).
rowsNoNumber of tile rows (vertical repeats).
jitter_posNoPer-cell random position offset, fraction of a cell.
jitter_rotNoPer-cell random rotation, max radians.
resolutionNoOutput resolution [width, height] in pixels.
parent_pathNoParent COMP path the self-contained 'step_repeat' container is created inside./project1
source_pathNoAbsolute path of a TOP to tile (pulled in via selectTOP so it can live anywhere). Omit to use a built-in synthetic Noise TOP so the grid previews standalone on any install (no external asset needed).
brick_offsetNoShift alternating rows by half a tile (brick/masonry layout).
Behavior5/5

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

The description thoroughly explains behavioral aspects beyond the annotations: it creates a self-contained container, uses a GLSL shader, defaults to a noise source when no source is provided, outputs a nullTOP, and returns a summary with JSON and preview. This adds significant value beyond the annotations (readOnlyHint: false, openWorldHint: true, destructiveHint: false) without contradiction.

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 and informative, with the main purpose stated first followed by key details. It is concise (3-4 sentences) but contains relevant information about the internal mechanism, default behavior, and return value. Slightly verbose in places ('all computed per-cell in a single GLSL TOP shader'), but overall efficient.

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 the complexity (9 parameters, no required, no output schema), the description provides complete context: what the tool does, how it works (GLSL, stock TOPs), default behavior, output type (nullTOP), and return value (summary+JSON+preview). This enables an agent to fully understand the tool's purpose and outcome without gaps.

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

Parameters3/5

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

All 9 parameters are fully described in the input schema (100% coverage). The description adds only high-level context (e.g., 'per-cell gap') but does not introduce new meaning beyond what the schema already provides. Baseline 3 is appropriate.

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's purpose: tiling a source TOP into a brick/grid pattern with customizable parameters. It uses specific verbs ('Tile') and identifies the resource (source TOP). The tool is distinct from siblings as it focuses on step-repeat tiling, which is a unique operation among the many 'create_*' tools.

Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.

Usage Guidelines4/5

Does the description explain when to use this tool, when not to, or what alternatives exist?

The description provides clear context on when to use the tool (when a tiled grid with jitter and brick offset is needed) but does not explicitly mention alternatives or when not to use it. It gives enough information for an agent to infer appropriate usage.

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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