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noise_displace

Destructive

Displace mesh vertices with fractal noise to create bumps, worn stone, or uneven ground for 3D modeling.

Instructions

Move the vertices by fractal noise. Use it for bumps on a surface, worn stone, uneven ground. amount is the largest shift in metres: no vertex moves further. scale is the size of the biggest bumps in metres (smaller scale gives finer bumps). octaves 1 to 8 adds finer detail on top, each at half strength. The same seed gives the same result. Another seed gives other bumps. The noise is sampled in world space. mode: normal (along each vertex normal), z (up and down only, for ground), vector (any direction, rough lumps). where picks faces like extrude_faces does (normal, x, y, z ranges, box, area, index); nothing outside is moved. spread is a soft border in metres around the picked faces, shaped by falloff. Without where the whole mesh moves. The mesh needs enough vertices to show the bumps: subdivide_faces or subdivide first. Returns the largest shift that happened.

Input Schema

NameRequiredDescriptionDefault
modeNonormal
seedNo
scaleNo
whereNo
amountYes
objectYes
spreadNo
falloffNosmooth
octavesNo

Schema Changelog

Changes observed during successful MCP inspections.

  1. First observedv0.4.0

TDQS

A4.5/5.0
Behavior5/5

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

Annotations only declare destructiveHint=true; the description adds rich behavior beyond them: deterministic seeding, world-space sampling, the bounding meaning of `amount`, per-mode semantics, the soft-border `spread`/`falloff` behavior, and the return value ('largest shift that happened'). This is consistent with and additive to the destructive annotation.

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?

Purpose is front-loaded and the parameter notes are dense and well-ordered with no filler. It runs somewhat long, but nearly every sentence adds actionable meaning about a 9-parameter tool.

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?

For a complex 9-parameter mesh mutation with no output schema, the description covers modes, scoping, falloff, determinism, prerequisites, and the return value, leaving no significant gap an agent would need before calling it.

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 description coverage is 0%, so the description carries the full burden and does so: amount, scale, octaves, seed, mode, where, spread, and falloff are each explained with units and qualitative effects. Only `object` is left implicit, which is self-evident.

Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.

Purpose4/5

Does the description clearly state what the tool does and how it differs from similar tools?

The description opens with a concrete verb+resource ('Move the vertices by fractal noise') and names concrete use cases (bumps, worn stone, uneven ground). It is specific and distinguishable from generic transforms, though it never explicitly contrasts itself with adjacent siblings like deform, sculpt, or rock, which also reshape geometry.

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?

It gives clear usage context ('Use it for bumps... uneven ground') and an important prerequisite with named alternatives ('The mesh needs enough vertices... subdivide_faces or subdivide first'). It also notes the default scope ('Without `where` the whole mesh moves'). No explicit when-not guidance is given.

Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.