create_material_network
Build a Houdini material network in /mat by specifying a shader type and parameters. Maps base color, roughness, metalness, and opacity to the correct shader attributes, reporting any unmatched keys.
Instructions
Create a new material network in /mat.
The keys base_color ([r, g, b]), roughness, metalness and opacity are accepted on both shader types and mapped to the shader's own parameter names (base_colorr/g/b and specular_roughness on MaterialX, basecolor, rough, metallic and opac on Principled). Any other key must be the shader's real parameter name; a list sets the whole parm tuple. The reply lists what was applied and, under "skipped", every key that matched no parameter, with the reason.
Args: ctx: MCP context. name: Name for the new material node. shader_type: "principled" (principledshader::2.0), "materialx" (mtlxstandard_surface), or any material node type name. params: Parameter name-value pairs to set on the shader.
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| name | Yes | ||
| params | No | ||
| shader_type | No | principled |