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Create volumetric field

create_volumetric_field

Build a stacked-slice fake-volumetric noise field using Simplex 3D noise and Beer-Lambert accumulation. Supports palettes like smoke, nebula, ember, ice, toxic, and mono.

Instructions

Build a stacked-slice fake-volumetric noise field: smoke, nebula, ember, ice, toxic or mono palettes. Architecture: Simplex 3D noiseTOP → optional displace+blur → cacheTOP (depth = slice_count) → viewer glslTOP (Beer-Lambert accumulation across slices, baked palette) → nullTOP output. NOTE: this is a stacked-2D-slice approximation, NOT a raymarched volume. There is no per-pixel ray traversal or SDF. For a true raymarcher see the planned create_volumetric_raymarch (L-effort follow-up). Cook cost scales roughly linearly with slice_count × resolution. Default 16 slices is the safe sweet spot; drop to 4–8 on integrated GPUs. Returns a summary JSON with container path, created node paths, the output path, exposed controls, any node errors, warnings, and an inline preview image.

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
parent_pathNoParent network where the volumetric_field baseCOMP is created./project1
nameNoContainer name (must start with a letter, alphanumeric + underscore).volumetric_field
densityNoHow opaque/milky the field reads (0 = transparent, 1 = fully opaque). Maps to uDensity in the viewer shader.
turbulenceNoNoise evolution speed and swirl amplitude. Drives the displacement weight and noise period. 0 = flat/still field; skips the displace TOP.
color_mapNoPalette baked into the viewer GLSL shader: smoke (grey haze), nebula (purple/magenta), ember (orange/red), ice (blue/cyan), toxic (green), mono (black→white).smoke
slice_countNoNumber of 2D z-slices stacked into the pseudo-volume. Build-time only — changing it rewires the cache stack. Higher = smoother depth but heavier cook (linear cost). Default 16 is the safe sweet spot.
expose_controlsNoExpose Density, Turbulence and ColorMap knobs on the container.
Behavior4/5

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

Annotations (readOnlyHint=false, destructiveHint=false, openWorldHint=true) are not contradicted. Description adds key behavioral traits: it's a stacked-2D-slice approximation (not raymarched), no per-pixel ray traversal, returns summary JSON with node paths, preview, etc. Could include more on side effects, but openWorldHint leaves room.

Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.

Conciseness5/5

Is the description appropriately sized, front-loaded, and free of redundancy?

Single paragraph with front-loaded purpose, then architecture, caveat, alternative suggestion, performance guidance, and return value summary. No redundant sentences; every line adds value.

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 complexity, no output schema, and open annotation, description covers what it creates, how it works (Simplex noise, Beer-Lambert accumulation), limitations (approximation), performance, and output format. Complete for an AI agent to understand and invoke correctly.

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

Parameters5/5

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

Schema coverage is 100%, and description adds significant extra meaning: density maps to uDensity shader uniform, turbulence drives displacement weight, slice_count rewires cache stack, color_map enum explained. Each parameter's behavior and constraints are enriched beyond 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?

Clearly states it builds a stacked-slice fake-volumetric noise field with specific palettes. Explicitly distinguishes from a true raymarcher (planned create_volumetric_raymarch).

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?

Provides explicit when to use (stacked-2D-slice approximation) vs alternatives (true raymarcher). Gives performance and hardware guidance (cook cost linear, default 16 slices as sweet spot, drop to 4-8 on integrated GPUs).

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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