apply_material
Assign physically based materials to Blender objects with presets, procedural grain, and optional weathering effects, no UVs needed.
Instructions
Physically based materials with procedural detail (grain, veins, micro-roughness, bump) and optional weathering, no UVs needed. Identical specs are shared automatically. Prefer presets over plain colours; real objects mix materials (wooden top + metal legs, ceramic body + cork lid).
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| wet | No | 0-1 rain-wet look: darker, glossy, more in low spots. | |
| bump | No | Surface relief multiplier (0 = none). | |
| dirt | No | 0-1 grime in cavities. | |
| dust | No | 0-1 dust on top surfaces. | |
| moss | No | 0-1 moss on damp, shaded, up-facing spots (stone, wood, roofs, ruins). | |
| name | No | Material name. Re-using a name updates that material everywhere. | |
| rust | No | 0-1 rust in crevices, blotches and run-off streaks (iron/steel/painted metal get it automatically from weathering). | |
| snow | No | 0-1 snow settled on up-facing surfaces. | |
| wear | No | Fine control 0-1 instead of weathering: edge wear. | |
| alpha | No | <1 for see-through (not glass - use the glass presets). | |
| color | No | sRGB colour: '#rrggbb', a CSS-like name, or [r,g,b] 0-1. Converted to linear for you. | |
| faces | No | Only these faces (adds a slot), e.g. {side:'top'} for a different tabletop surface. | |
| grain | No | Wood grain / metal brushing direction. auto = along each object's longest axis (right for boards and legs sharing one material). | |
| reuse | No | Assign an existing material by name instead of building one. | |
| color2 | No | Secondary colour (wood dark grain, marble veins, mortar). | |
| params | No | Raw Principled BSDF inputs, e.g. {'Coat Weight': 1, 'Sheen Weight': 0.5}. | |
| preset | No | Preset name - see list_material_presets (wood_oak, wood_walnut, marble, concrete, fabric, leather, brushed_metal, ceramic, glass, ...). Natural materials use Poly Haven scans by default (see source). | plastic |
| source | No | auto (default): scanned Poly Haven textures wherever a scan exists (wood, concrete, stone, brick, plaster, fabric, velvet, leather, clay, bark, rust, tread plate...) - downloaded once, real-world size, grain follows each part, color= tints the photo. Procedural only where Poly Haven has no scans (polished/coloured metals, glass, plastics, porcelain, paint) or offline. procedural: never download. | auto |
| objects | Yes | Object name or list of names. | |
| metallic | No | ||
| polyhaven | No | Any Poly Haven texture by id or by description, e.g. 'mossy rock', 'green rusty metal', 'red leather', 'herringbone wool' (tiled/jointed scans are skipped unless the words ask for tiles/planks/bricks). | |
| roughness | No | ||
| scratches | No | 0-1 fine scratches (glossy metal/plastic/paint get them from weathering). | |
| weathering | No | Age the surface: edge wear on convex edges (painted metal chips to bare metal), grime in crevices and contact areas, dust on up-facing surfaces. 'light'/'used' is right for most real-world objects. | |
| texture_maps | No | Image files {base_color, roughness, metallic, normal, alpha}: box-projected, no UVs needed. | |
| texture_scale | No | Pattern size multiplier (2 = features twice as big). | |
| emission_strength | No |