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Create vertex displacement MAT

create_vertex_displacement_mat

Build a GPU vertex displacement material that deforms mesh geometry by procedural noise or texture luminance. Assign to a Geometry COMP or generate a standalone demo with controls for amount, frequency, and speed.

Instructions

Build a true vertex-shader displacement material: a GLSL MAT whose vertex stage offsets each vertex along its normal by procedural 3D noise (uTime-animated) or by the luminance of a sampled TOP (texture_path), so the mesh is physically deformed on the GPU. Distinct from the TOP-space image warps create_depth_displacement / create_displacement_warp — those push 2D pixels; this pushes mesh vertices. Assign it to your own Geometry COMP via target_geo, or omit it to build a self-contained demo (subdivided sphere + camera + light + render + Null) so the material previews standalone. Creates a new baseCOMP under parent_path. Exposes Amount, Frequency, and Speed controls bound to the MAT. Returns a summary plus a JSON block with the container path, created node paths, the material path, the output path (demo only), exposed controls, node errors, warnings, and (demo only) an inline preview image.

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
speedNoAnimation speed of the noise field (uTime scroll, cycles/s). 0 = static. Reads 0 when the TD timeline is paused.
amountNoDisplacement distance along each vertex normal (uAmount). 0 = undeformed.
frequencyNoSpatial frequency of the procedural noise (ignored when texture_path is set).
demo_colorNoDemo surface tint (RGB 0..1); shaded by facing + displacement. Demo only.
target_geoNoAbsolute path of an existing Geometry COMP to assign the displacement MAT to. Omit to build a self-contained demo (subdivided sphere + camera + light + render) so the material previews standalone.
parent_pathNoParent network where the container (holding the MAT and, for the demo, the render chain) is created./project1
texture_pathNoAbsolute path of a TOP whose luminance drives the displacement instead of procedural noise. Omit to use built-in 3D noise.
expose_controlsNoWhen true (default), expose live Amount / Frequency / Speed controls bound to the MAT.
demo_subdivisionsNoDemo sphere mesh resolution (only used when target_geo is omitted).
Behavior4/5

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

The description adds context beyond annotations: it states that a new baseCOMP is created under parent_path, the demo chain is built if target_geo is omitted, and the return includes a summary and detailed JSON. Annotations already indicate readOnlyHint=false and openWorldHint=true, and the description aligns with these.

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 a single paragraph with concise, informative sentences. It is front-loaded with the main purpose and differences. It could be slightly more structured with bullet points, but remains clear and 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, creation tool, optional demo mode), the description covers the tool's purpose, usage modes, what it creates, the return structure, and key behavioral traits. No output schema is provided, but the description explains the JSON block fields, making it effectively complete.

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?

Schema description coverage is 100%, so the description does not need to add parameter details. However, it mentions the key controls (Amount, Frequency, Speed) and texture_path usage, but does not provide significant additional semantics beyond the schema definitions.

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 that the tool builds a vertex-shader displacement material, specifying the mechanism ('offsets each vertex along its normal') and distinguishing it from sibling tools like create_depth_displacement and create_displacement_warp which operate on 2D pixels.

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 explains when to use this tool – either assigning to an existing Geometry COMP or omitting target_geo for a self-contained demo. It explicitly differentiates from related tools, but does not exhaustively list alternatives or scenarios where this tool is inappropriate.

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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