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Glama
SekaiNoOwari77

mcp-3d-modeling-agent

Server Configuration

Describes the environment variables required to run the server.

NameRequiredDescriptionDefault

No arguments

Instructions

Guidance the server publishes about itself, which clients place ahead of the tool catalog so the model reads it before choosing anything.

This server publishes no instructions, or was last inspected before Glama recorded them.

Capabilities

Features and capabilities supported by this server

Protocol revision2025-11-25

CapabilityDetails
tools
{
  "listChanged": false
}
experimental
{}

Tools

Functions exposed to the LLM to take actions

NameDescription
blender_scene_infoA

Get current scene information including name, frame range, render settings, and object count

blender_scene_newC

Create a new scene

blender_scene_clearA

Remove all objects from the current scene

blender_scene_set_frame_rangeC

Set the animation frame range

blender_get_versionB

Get Blender version information

blender_object_createA

Create a primitive object (cube, sphere, cylinder, plane, cone, torus, monkey, circle, grid, empty, camera, light)

blender_object_deleteB

Delete an object by name

blender_object_listA

List all objects in the scene

blender_object_getC

Get detailed properties of an object

blender_object_transformB

Set the location, rotation, and/or scale of an object

blender_object_duplicateC

Duplicate an object

blender_object_joinC

Join multiple objects into one

blender_object_separateC

Separate an object by loose parts, materials, or selection

blender_object_parentC

Set parent-child relationship between objects

blender_object_selectC

Select objects by name or pattern

blender_material_createC

Create a new material

blender_material_assignC

Assign a material to an object

blender_material_set_colorC

Set the base color of a material

blender_material_set_principledC

Configure Principled BSDF shader parameters

blender_material_add_textureC

Add an image texture to a material

blender_material_listB

List all materials in the file

blender_modifier_addA

Add a modifier to an object with optional preset configuration

blender_modifier_removeC

Remove a modifier from an object

blender_modifier_applyA

Apply a modifier permanently to the mesh geometry

blender_modifier_configureC

Configure modifier parameters

blender_modifier_listA

List modifiers on an object, or list all available modifier types

blender_keyframe_insertC

Insert a keyframe for an object property, optionally setting its value

blender_keyframe_deleteC

Delete a keyframe from an object property

blender_keyframe_listC

List all keyframes for an object

blender_action_createA

Create a new action (animation data container) and optionally assign to object

blender_action_listA

List all actions in the Blender file

blender_animation_playB

Play or pause the animation playback

blender_animation_goto_frameA

Jump to a specific frame in the timeline

blender_render_imageB

Render the current frame to a file

blender_render_animationC

Render the animation to files

blender_render_set_engineB

Set the render engine

blender_render_set_resolutionB

Set the render resolution

blender_render_screenshotA

Capture the current viewport as an image

blender_export_gltfB

Export scene or selected objects to glTF/GLB format

blender_export_fbxB

Export scene or selected objects to FBX format

blender_export_objB

Export scene or selected objects to OBJ format

blender_export_stlA

Export scene or selected objects to STL format (for 3D printing)

blender_export_usdB

Export to Universal Scene Description (USD) format

blender_import_fileA

Import a 3D file (auto-detects format: glTF, FBX, OBJ, STL, USD, PLY, DAE, ABC, SVG)

blender_polyhaven_searchC

Search Poly Haven for free HDRIs, textures, or 3D models

blender_polyhaven_downloadC

Download and apply a Poly Haven asset

blender_ai_generate_modelC

Generate a 3D model using Hyper3D Rodin AI. Supports text-to-3D and image-to-3D. Requires RODIN_API_KEY environment variable.

blender_ai_model_statusB

Check the status of an AI model generation job and optionally import the completed model

blender_ai_list_backendsB

List available AI model generation backends with status (installed, available, capabilities)

blender_ai_set_backendB

Set the preferred AI backend for model generation (e.g., 'comfyui', 'rodin', 'triposr')

blender_ai_configure_backendB

Configure settings for a specific AI backend (API keys, URLs, model paths, device, timeout)

blender_ai_generate_model_syncA

Generate a 3D model and wait for completion (synchronous). Combines generate + poll + optional import in one call. Returns the final model when done.

blender_ai_generate_textureC

Generate a PBR texture set (diffuse, roughness, normal, metallic) from a text prompt using SDXL and apply it to a Blender object

blender_ai_generate_texture_syncA

Generate PBR texture and wait for completion (synchronous). Returns texture file paths when done.

blender_ai_generate_reference_imageB

Generate a concept art / reference image from a text prompt using SDXL (useful for image-to-3D workflows)

blender_ai_inpaint_textureC

Generate inpainted content for a masked region of an existing texture using SDXL

blender_ai_texture_from_renderB

Generate a texture from a depth or normal render of a Blender object using ControlNet guidance

blender_msfs_create_lod_hierarchyB

Create LOD (Level of Detail) hierarchy from a base object for flight simulator content optimization

blender_msfs_decimate_for_lodB

Decimate a mesh to a target ratio for LOD creation

blender_msfs_setup_lod_distancesC

Configure LOD switching distances for flight simulator

blender_msfs_get_lod_infoB

Get information about an LOD hierarchy including vertex counts and distances

blender_msfs_setup_materialB

Set up a material with flight simulator-specific PBR properties and extensions

blender_msfs_create_glass_materialB

Create a glass material optimized for flight simulator (cockpit glass, windows)

blender_msfs_create_emissive_materialA

Create an emissive/light material for flight simulator (gauges, displays, lights)

blender_msfs_get_material_presetsA

Get list of available flight simulator material presets (vehicle_paint, chrome, glass, etc.)

blender_msfs_create_collision_meshC

Create a simplified collision mesh from a source object for physics interactions

blender_msfs_create_collision_boxB

Create a box collision primitive for an object (most efficient for physics)

blender_msfs_create_collision_convexB

Create a convex hull collision mesh (balance between accuracy and performance)

blender_msfs_tag_collision_typeA

Tag an existing mesh as a collision object

blender_msfs_add_animation_tagB

Add an animation tag/event marker for flight simulator animation events

blender_msfs_setup_visibility_animationC

Set up visibility animation for an object (show/hide during frame ranges)

blender_msfs_configure_animation_loopC

Configure animation looping behavior for flight simulator

blender_msfs_list_animation_tagsA

List all animation tags in the scene

blender_msfs_export_modelA

Export model(s) in flight simulator-compatible glTF format with LODs, collision, and animations

blender_msfs_validate_for_exportC

Validate model(s) for flight simulator compatibility and report issues

blender_msfs_get_export_settingsA

Get available flight simulator export settings and recommendations

blender_msfs_batch_export_lodsC

Export LOD hierarchy with proper structure (single file or separate files per LOD)

blender_msfs_livery_setup_paint_modeC

Set up an object for texture painting with UV map and paint texture

blender_msfs_livery_create_paint_layersB

Create paint layer images for livery workflow (primer, base_color, cheatline, belly, details, decals, weathering, clearcoat)

blender_msfs_livery_load_template_overlayB

Load a reference template image as overlay for painting

blender_msfs_livery_export_uv_layoutA

Export UV layout as an image for painting reference in external editors

blender_msfs_livery_set_paint_brushB

Configure paint brush settings with presets (soft_airbrush, hard_edge, detail_brush, smudge, clone, fill)

blender_msfs_livery_sample_colorA

Sample a color from an image at specific coordinates for matching reference livery colors

blender_msfs_livery_get_paint_presetsA

Get available paint presets for livery painting (layers and brushes)

blender_msfs_livery_get_aircraft_templatesA

Get list of supported aircraft templates (FBW A32NX, Fenix, PMDG, iniBuilds, etc.)

blender_msfs_livery_get_template_infoA

Get detailed template information for an aircraft including texture sizes and UV regions

blender_msfs_livery_download_templateC

Download or generate template files for an aircraft at correct resolution

blender_msfs_livery_analyzeB

Analyze a livery image for colors, patterns, and design elements

blender_msfs_livery_transferB

Transfer livery design between different aircraft types with UV remapping

blender_msfs_livery_extract_colorsA

Extract color palette from livery image for recreating designs

blender_msfs_livery_map_elementsB

Map design elements (cheatline, logo, registration) between aircraft templates

blender_msfs_livery_export_texturesB

Export livery textures from an object in PNG, TARGA, or for DDS conversion

blender_msfs_livery_create_packageA

Create MSFS livery package folder structure with manifest.json and layout.json

blender_msfs_livery_convert_to_ddsC

Convert texture to DDS format for MSFS (requires texconv)

blender_msfs_livery_validate_packageB

Validate a livery package structure for MSFS compatibility

blender_mesh_extrudeB

Extrude faces, edges, or vertices along an offset vector. The most fundamental mesh modeling operation - creates new geometry by extending existing elements outward.

blender_mesh_insetA

Inset faces to create border loops. Essential for panel lines, window frames, recessed details on hard surfaces.

blender_mesh_bevelA

Bevel edges for smooth transitions and rounded corners. Can target specific edges or auto-select all sharp edges.

blender_mesh_loop_cutA

Add edge loops (loop cuts) to a mesh for topology control. Adds resolution to specific areas without subdividing the whole mesh.

blender_curve_createA

Create a Bezier, NURBS, or Poly curve from control points. Curves enable smooth profiles, body panels, pipe routing, and organic shapes.

blender_curve_to_meshA

Convert a curve to mesh with optional bevel (tube) or extrude (flat panel). A curve with bevel_depth becomes a tube; with extrude becomes a flat panel.

blender_curve_from_mesh_edgeA

Extract a curve from mesh edge indices. Useful for creating curves that follow existing geometry for pipe routing or profile extraction.

blender_boolean_opA

Perform a boolean operation (union, difference, intersect) between two objects in a single call. Optionally apply immediately and hide the tool object.

blender_mesh_from_dataA

Create a mesh object from raw vertex/face data using mesh.from_pydata(). Useful for procedural geometry.

blender_object_set_originB

Set the origin (pivot point) of an object

blender_object_apply_transformsA

Apply (bake) object transforms to mesh data so location/rotation/scale reset to identity

blender_execute_scriptA

Execute arbitrary Python/bmesh script in Blender's context. Enables real mesh modeling with vertices, edges, faces, extrusion, bevel, and full Blender API access. The script can import bmesh, mathutils, math, etc. Set a 'result' variable in the script to return data.

blender_render_multi_angleA

Render an object from multiple angles (front, right, top, perspective) for visual feedback. Uses Workbench engine for speed. Returns file paths to rendered PNG images.

blender_analyze_viewportA

Render multi-angle views and analyze with Ollama vision model. Returns structured feedback with quality score, issues, and fix suggestions for iterative mesh refinement.

blender_refine_iterationA

Run one iteration of the AI refinement loop: render object from multiple angles, analyze with vision model, check for convergence. Returns score, issues, and whether to continue refining.

blender_refine_create_sessionB

Create a new refinement session to track iterative improvement of a 3D model

blender_refine_get_sessionC

Get details and iteration history of a refinement session

blender_refine_list_sessionsA

List all refinement sessions with their status and iteration counts

blender_ai_evaluateA

Evaluate any render or output (model, texture, animation) using Ollama vision with category-specific criteria. Returns structured scores and improvement suggestions.

blender_ai_refineA

Run one iteration of AI self-refinement: render object, evaluate with vision model, return scores and suggestions. Call repeatedly in a loop, applying suggestions between calls, until converged.

blender_ai_mesh_cleanupA

Clean up a generated mesh: remove doubles, fix normals, remove loose geometry, remove degenerate faces. Essential post-processing step after AI model generation.

blender_ai_mesh_decimateA

Reduce polygon count of a mesh while preserving shape. Supports COLLAPSE, UN_SUBDIVIDE, and PLANAR methods. Can target specific vertex groups and optionally preserve UVs.

blender_ai_mesh_remeshA

Retopologize a mesh using VOXEL or SMOOTH methods. Controls voxel size, octree depth, and smoothing. Useful for converting AI-generated meshes to clean topology.

blender_ai_mesh_optimizeA

Run full optimization pipeline on a mesh: cleanup, decimation, auto-UV, and normal smoothing in one call. Convenience wrapper for post-generation processing.

blender_ai_auto_uvA

Generate UV maps for a mesh using SMART or LIGHTMAP projection. Controls angle limit, island margin, area weighting, and aspect correction.

blender_ai_fix_mesh_issuesA

Fix common mesh problems: non-manifold edges, holes, inverted normals, interior faces. Useful for repairing AI-generated meshes before export.

blender_ai_mesh_statsA

Get detailed statistics about a mesh: vertex/edge/face counts, bounding box dimensions, non-manifold edges, UV layers, material slots, and more.

blender_ai_probe_backendsA

Probe all AI backends and report capabilities: which ComfyUI 3D generation nodes are available (SF3D, TripoSR, TripoSG, InstantMesh, Hunyuan3D, CRM, Zero123Plus), GPU VRAM, queue status.

blender_ai_pipeline_generateA

Full AI pipeline: reference photo/prompt -> 3D model generation -> import to Blender -> mesh cleanup -> UV unwrap -> texture -> optional MSFS prep. Quality tiers: quick (SF3D, 15s blob), standard (TripoSG, good single-image), multiview_quality (Zero123Plus+InstantMesh, best structure), vehicle_components (multi-view + part separation). Returns pipeline status with results from each stage.

blender_ai_pipeline_statusB

Get status of a pipeline run or resume from last successful stage.

blender_mesh_selectA

Multi-criteria mesh selection engine. Select vertices, edges, or faces by index, position range, normal direction, material, edge angle, or face area. Supports grow/shrink and linked selection. Returns selected indices for piping to subsequent edit operations.

blender_mesh_select_traitB

Select mesh elements by geometric trait: non-manifold edges, boundary edges, loose vertices, interior faces, faces by side count, ungrouped vertices, or non-planar faces. Essential for finding problem areas.

blender_mesh_select_linked_flatA

Flood-select connected coplanar faces from a seed face. Selects entire flat panels by expanding to neighboring faces within an angle threshold. Ideal for selecting body panels.

blender_mesh_select_shortest_pathA

Select shortest path between two mesh elements. Useful for selecting edge loops or vertex paths along the mesh surface.

blender_mesh_get_selectionA

Query current mesh selection state without modifying it. Returns indices of selected vertices, edges, or faces.

blender_mesh_select_edge_loopsB

Select complete edge loops or edge rings through a given edge. Fundamental for hard surface modeling — loops define the flow of geometry.

blender_shade_smoothA

Set smooth, flat, or auto-smooth shading on an object. Auto-smooth applies smooth shading while keeping edges sharper than the angle threshold as flat — essential for mechanical surfaces.

blender_mesh_creaseA

Set edge crease values for subdivision surface control. THE hard surface modeling tool — crease=1.0 keeps edges sharp through subdivision, crease=0.5 creates softer feature lines.

blender_mesh_mark_sharpA

Mark or clear sharp edges. Sharp edges override auto-smooth angle for precise normal control on specific edges.

blender_mesh_mark_seamB

Mark or clear UV seams on edges. UV seams define where the UV map is cut for unwrapping. Essential for texture mapping preparation.

blender_mesh_dissolveA

Remove vertices, edges, or faces while preserving surrounding geometry. Unlike delete, dissolve merges the surrounding geometry to fill the gap.

blender_mesh_mergeA

Merge vertices together — close gaps, join geometry, remove doubles. Supports merge to center, first, last, or by distance threshold.

blender_mesh_bridgeA

Bridge two edge loops to create connecting faces — connect body panels, create tubes between openings, join separate mesh islands.

blender_mesh_fillA

Fill boundary edges with faces — cap holes, close open geometry. Supports n-gon fill, triangle fan, and grid fill.

blender_mesh_subdivideB

Subdivide selected edges/faces to add resolution. Add geometry where needed without subdividing the entire mesh.

blender_mesh_edge_slideA

Slide edges along their connected faces to fine-tune edge loop position. Non-destructive repositioning of topology.

blender_mesh_tris_to_quadsA

Convert triangles to quads — clean up triangulated meshes to get cleaner quad topology. Pairs adjacent triangles based on angle and UV matching.

blender_mesh_knife_projectA

Project a curve or mesh outline onto a target surface to cut panel lines. The cutter object is projected along the view/normal onto the target.

blender_mesh_bisectA

Cut mesh with an infinite plane defined by a point and normal. Can optionally clear geometry on either side and fill the cut. Perfect for splitting vehicles into sections.

blender_mesh_separate_selectedB

Separate selected faces into a new object — extract body panels, components, or regions into independent objects.

blender_mesh_splitA

Split edges or faces without separating into a new object — creates hard boundaries within the mesh by duplicating shared vertices.

blender_silhouette_compareA

Render object silhouette and compare against a reference image. Returns a difference score and overlay image for proportion verification.

blender_measureA

Measure distances, bounding box dimensions, edge lengths, and vertex-to-vertex distances in world units.

blender_reference_image_setupA

Load a reference image as a background empty for modeling viewport overlay. Position it on a specific axis plane for tracing geometry.

blender_array_along_curveA

Instance objects along a curve path — rivet lines, bolt patterns, cable runs. Uses Array + Curve modifiers for parametric control.

blender_scatter_on_surfaceB

Scatter objects on a mesh surface using a particle system — bolts, rivets, damage marks, vegetation. Control count, randomization, and area restriction.

blender_collection_instanceB

Place collection instances at specific locations — efficient placement of repeated complex objects like wheel assemblies, control panels, or structural details.

blender_mesh_proportional_transformA

Move, rotate, or scale vertices with proportional falloff affecting neighbors — organic shape refinement, smooth deformations, sculpt-like adjustments via MCP.

blender_mesh_shrinkwrapA

Snap vertices to another object's surface — conform details to body panels, project geometry onto curved surfaces.

blender_mesh_flattenA

Flatten selected vertices to a plane — clean up bumpy surfaces, create perfectly flat areas on body panels.

blender_sculpt_setupB

Enter sculpt mode with configuration. Supports MULTIRES (subdivision levels), DYNTOPO (dynamic topology for adaptive detail), and SIMPLE mode. Can configure symmetry axes for mirrored sculpting.

blender_sculpt_mesh_filterA

Apply global mesh filters to a sculpt-mode object. Unlike brush strokes, mesh filters affect the entire mesh uniformly and work reliably over MCP. Useful for smoothing, sharpening detail, adding surface noise, inflating, or relaxing topology.

blender_sculpt_mask_by_topologyA

Create sculpt masks based on topology features. Masks control which parts of the mesh are affected by sculpting operations. CAVITY masks concave areas, ALL fills the entire mask, NONE clears it, RANDOM creates a random mask pattern. Optional blur smooths mask edges.

blender_sculpt_face_set_createA

Create face sets by grouping faces based on criteria. Face sets partition the mesh into regions for isolated sculpting. LINKED groups connected geometry, MATERIAL groups by material assignment, NORMAL groups by face orientation, SHARP_EDGES splits at sharp edges, UV_ISLAND groups by UV islands.

blender_sculpt_multires_reshapeA

Manage multiresolution modifier levels for sculpting. SUBDIVIDE adds a level, UNSUBDIVIDE removes the highest level, REBUILD reconstructs subdivisions, APPLY_BASE applies sculpted changes to the base mesh, DELETE_HIGHER removes levels above current, DELETE_LOWER removes levels below current.

blender_sculpt_to_retopoA

Pipeline tool: convert a high-poly sculpt to a retopologized low-poly mesh with optional displacement map baking. Creates a duplicate, applies remesh (voxel or quadriflow), auto-UV unwraps, and optionally bakes displacement from the original. Essential for game-ready asset production.

blender_sculpt_extract_maskA

Extract the masked region of a sculpt as a separate mesh object. Creates a new mesh from faces above the mask threshold, optionally adding thickness via solidify. Useful for creating armor plates, panel lines, or detail pieces from sculpted forms.

blender_sculpt_remesh_voxelA

Apply voxel remesh to create a uniform topology. Converts the mesh to a voxel representation and back, producing evenly-spaced quads. Useful for cleaning up boolean results, imported meshes, or preparing for sculpting. Smaller voxel_size = higher detail but more polygons.

blender_armature_createA

Create an armature from a list of bone definitions. Each bone specifies head/tail positions, optional parent, connection state, and roll angle. Use this for precise skeleton construction from known bone positions.

blender_autorig_presetA

One-call auto-rig generator. Creates a complete bone hierarchy for common use cases: BIPED (humanoid), QUADRUPED (four-legged), VEHICLE (wheels + steering), MECHANICAL_ARM (IK chain), TURRET (rotate + elevate), WHEEL_ASSEMBLY (axle + spin), DOOR_HINGE (limited rotation), PISTON (stretch-to pair), LANDING_GEAR (retract chain). Optionally auto-weights the mesh and configures for MSFS export.

blender_constraint_addA

Add a constraint to a bone or object. Supports IK, copy transforms, tracking, stretch-to, limits, floor, and child-of constraints. Specify either bone_name (for pose bone constraint) or object_name (for object constraint), plus target and type-specific settings.

blender_constraint_presetA

Apply preset constraint setups that require multiple coordinated constraints. IK_ARM: IK chain with pole target. IK_LEG: IK with foot roll. PISTON_PAIR: two bones with mutual stretch-to. WHEEL_SPIN: rotation driver. DOOR_SWING: limit rotation constraint. TURRET_TRACK: two-axis tracking.

blender_bone_shape_assignB

Assign a custom wireframe control shape to a bone for rig visualization. Creates (or reuses) a wire mesh shape and assigns it as the bone's custom_shape. Shapes: CIRCLE, SQUARE, CUBE, SPHERE, ARROW, DIAMOND, CROSS.

blender_pose_library_saveA

Save the current pose of an armature as a named pose. Stores bone transforms (location, rotation, scale) as custom properties on the armature. Optionally filter to save only specific bones.

blender_pose_library_applyA

Apply a previously saved pose to an armature. Supports blending with the current pose via blend_factor (0=keep current, 1=full saved pose). Useful for creating animation keyframes from preset poses.

blender_rig_validateA

Validate an armature rig for export compatibility. Checks bone naming conventions, hierarchy structure, constraint setup, deform bone flags, and scale/orientation. Returns a list of issues and a compatibility score for the target format.

blender_physics_rigid_body_addA

Add a rigid body physics simulation to an object. Makes it participate in physics as either an active (affected by forces) or passive (static collider) body.

blender_physics_rigid_body_batchA

Add rigid body physics to multiple objects at once. Optionally designate a ground/floor object as a PASSIVE collider.

blender_physics_simulateB

Run the physics simulation for a frame range. Optionally apply results to make the final positions permanent (freezes simulation).

blender_physics_cloth_addA

Add cloth simulation to a mesh object. Supports material presets (silk, cotton, denim, etc.), vertex group pinning, collision objects, and wind.

blender_physics_soft_body_addA

Add soft body simulation to a mesh object. Soft bodies deform under forces while trying to maintain their shape.

blender_physics_fluid_quickA

Quick fluid simulation setup with a domain and flow object. Creates a Mantaflow-based liquid or gas simulation.

blender_annotation_addA

Add 3D annotation strokes to the scene as a grease pencil annotation layer. Useful for marking up geometry, drawing guides, or highlighting areas of interest.

blender_annotation_textA

Add a 3D text annotation at a specific location. Creates a font/text object that can be used as a label or callout.

blender_annotation_dimensionA

Add a dimension line between two 3D points showing the distance measurement. Creates endpoint markers, a connecting line, and a text label with the calculated distance.

blender_annotation_clearA

Clear annotation layers. Can clear a specific layer by name or all annotation layers at once.

blender_grease_pencil_createA

Create a grease pencil object with one or more strokes. Grease pencil objects are persistent 2D/3D drawing objects in the scene.

blender_grease_pencil_markupA

Overlay markup annotations (arrows, circles, rectangles, text) on a rendered image. Uses Pillow if available, otherwise falls back to Blender compositor.

blender_material_inspect_graphA

Return the full shader node graph of a material as structured JSON. Lists every node (name, type, location, input values/connections, output connections) and every link (from_node, from_output, to_node, to_input).

blender_material_node_addA

Add a shader node to a material's node tree. Supports any Blender node type (e.g. ShaderNodeTexNoise, ShaderNodeMixRGB, ShaderNodeBump, ShaderNodeMapping, ShaderNodeNormalMap, ShaderNodeValToRGB, etc.). Optionally set location and input default values.

blender_material_node_connectA

Connect two nodes in a material's shader graph via their socket names. Creates a link from an output socket on one node to an input socket on another.

blender_material_node_group_createA

Create a reusable shader node group with defined inputs and outputs. The group can later be instanced inside any material via a ShaderNodeGroup node.

blender_material_procedural_presetA

Create a complex procedural material from a named preset with one call. Builds a full shader node tree. Presets: VEHICLE_PAINT, BRUSHED_METAL, CHROME, RUBBER, CARBON_FIBER, ASPHALT, TARMAC, WORN_METAL, GLASS, PLASTIC_GLOSSY, PLASTIC_MATTE, CONCRETE, FABRIC, REFLECTIVE_TAPE, LED_DISPLAY, RUST, GOLD, COPPER, SCRATCHED_PAINT, SNOW, WATER, WOOD, BRICK.

blender_material_convert_to_pbrB

Convert a material's existing node tree to a clean Principled BSDF setup. Analyzes current nodes to extract color, roughness, metallic, etc., then rebuilds as a standard PBR graph compatible with the target format.

blender_material_preview_renderA

Render a material preview on a standard shape. Creates a temporary scene with the chosen shape, assigns the material, renders it, and returns the output path.

blender_measure_surface_areaA

Calculate total surface area of a mesh object, with optional per-material breakdown. Reports area in scene units squared (typically m^2). Supports local or world-space calculation.

blender_measure_volumeA

Calculate the enclosed volume of a mesh object. Returns volume in scene units cubed (typically m^3). Also reports whether the mesh is manifold (watertight).

blender_measure_clearanceA

Measure the minimum, average, and maximum distance between two mesh objects. Detects intersection (overlap) and returns the closest point pair. Useful for collision/clearance checks.

blender_validate_dimensionsA

Check an object's bounding-box dimensions against expected values with a configurable tolerance. Reports per-axis pass/fail with deviations.

blender_calibrate_from_referenceA

Scale an object uniformly so that a known real-world dimension matches along a chosen axis. Applies transforms afterwards so scale returns to (1,1,1).

blender_measure_edge_angleA

Measure dihedral angles (face-to-face) at mesh edges. Optionally filter to specific edge indices and flag edges outside a threshold range. Angles are in degrees.

blender_validate_mesh_qualityA

Run a comprehensive mesh quality audit. Returns an overall score (0-1), per-check pass/fail results, and a list of blocking issues that would prevent clean export.

blender_collection_createB

Create a new collection. Collections organize objects into logical groups in the scene hierarchy.

blender_collection_listA

List all collections in the scene with their full hierarchy, objects, visibility, and render state. Returns a nested tree structure.

blender_collection_moveB

Move one or more objects to a target collection. Can optionally remove them from their current collections.

blender_collection_visibilityA

Toggle collection visibility, renderability, and selectability in the current view layer.

blender_undoA

Undo the last operation in Blender. Equivalent to Ctrl+Z.

blender_redoA

Redo the last undone operation in Blender. Equivalent to Ctrl+Shift+Z.

blender_saveA

Save the current Blender file. The file must have been saved at least once before (has a filepath).

blender_save_asA

Save the current Blender file to a new path. Creates parent directories if needed.

blender_bake_pbr_batchA

Bake ALL PBR texture channels in one call. Switches to Cycles, iterates over requested channels (DIFFUSE, ROUGHNESS, METALLIC, NORMAL, AO, EMISSION, DISPLACEMENT, COMBINED), creates temp images, configures bake settings, and saves each map to disk. Returns a dict mapping channel name to output file path.

blender_bake_highpoly_to_lowpolyA

Bake detail from a high-poly mesh onto a low-poly mesh using 'selected to active'. Ideal for transferring normals, AO, and other maps from a sculpt or subdivision model to a game-ready low-poly mesh.

blender_bake_from_multiresA

Bake maps from a Multiresolution modifier (normals or displacement). Uses Blender's multires bake mode to transfer detail from higher subdivision levels to a texture.

blender_bake_to_vertex_colorsA

Bake lighting or material information directly to vertex colors. Creates a vertex color layer, bakes to a temporary image, then transfers pixel data to per-vertex colors via UV lookup. Useful for mobile/performance rendering where texture lookups are expensive.

blender_bake_curvatureA

Bake a curvature map from mesh geometry. Calculates per-vertex curvature using the dot product of vertex normals vs averaged neighbor normals. Maps concave areas to dark, convex to bright (or both). Useful for edge wear, dirt accumulation, and procedural texturing masks.

blender_bake_id_mapA

Bake a color ID map where each material, object, or face set is assigned a distinct flat color. Temporarily overrides materials with emission shaders, bakes EMIT, then restores originals. Essential for texture painting workflows and Substance Painter masks.

blender_geonode_create_groupA

Create a new Geometry Nodes node group with typed inputs and outputs. A Geometry input and Geometry output are always added automatically. Returns the group name and socket layout.

blender_geonode_applyA

Apply an existing Geometry Nodes group to an object as a modifier and optionally set input values. Returns the modifier name and current input state.

blender_geonode_scatter_instancesC

One-call scatter: build a complete Geometry Nodes setup that distributes instances of one object across the surface of another. Supports density, Poisson-disk spacing, random scale range, random rotation, and normal alignment.

blender_geonode_array_gridA

Parametric array patterns via Geometry Nodes. Instances an object in LINEAR, GRID_2D, RADIAL, or HEXAGONAL arrangements. The modifier is applied to object_name.

blender_geonode_deform_curveB

Deform a mesh along a curve using Geometry Nodes. The mesh is stretched or fitted along the curve length. Useful for roads, rails, cables, and profile sweeps.

blender_geonode_extrude_profileA

Extrude a 2D profile mesh along a curve path using the Curve to Mesh node. Creates a new object with the extruded geometry. Great for pipes, railings, moulding, and trim.

blender_geonode_inspectA

Read the current Geometry Nodes setup on an object. Returns the node group name, all input names/types/current values, and output names. Useful for introspection before tweaking values with geonode_apply.

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