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download_polyhaven_asset

Download Poly Haven assets directly into Blender. Specify asset type, ID, resolution, and format for HDRIs, textures, or models.

Instructions

Download and import a Polyhaven asset into Blender.

Parameters:

  • asset_id: The ID of the asset to download

  • asset_type: The type of asset (hdris, textures, models)

  • resolution: The resolution to download (e.g., 1k, 2k, 4k)

  • file_format: Optional file format (e.g., hdr, exr for HDRIs; jpg, png for textures; gltf, fbx for models)

Returns a message indicating success or failure.

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
asset_idYes
asset_typeYes
resolutionNo1k
file_formatNo

Implementation Reference

  • The MCP tool handler function for 'download_polyhaven_asset'. Decorated with @mcp.tool(), it handles input parameters, sends a 'download_polyhaven_asset' command to the Blender connection, processes the result, and returns formatted success/error messages with type-specific details.
    @mcp.tool()
    def download_polyhaven_asset(
        ctx: Context,
        asset_id: str,
        asset_type: str,
        resolution: str = "1k",
        file_format: str = None
    ) -> str:
        """
        Download and import a Polyhaven asset into Blender.
        
        Parameters:
        - asset_id: The ID of the asset to download
        - asset_type: The type of asset (hdris, textures, models)
        - resolution: The resolution to download (e.g., 1k, 2k, 4k)
        - file_format: Optional file format (e.g., hdr, exr for HDRIs; jpg, png for textures; gltf, fbx for models)
        
        Returns a message indicating success or failure.
        """
        try:
            blender = get_blender_connection()
            result = blender.send_command("download_polyhaven_asset", {
                "asset_id": asset_id,
                "asset_type": asset_type,
                "resolution": resolution,
                "file_format": file_format
            })
            
            if "error" in result:
                return f"Error: {result['error']}"
            
            if result.get("success"):
                message = result.get("message", "Asset downloaded and imported successfully")
                
                # Add additional information based on asset type
                if asset_type == "hdris":
                    return f"{message}. The HDRI has been set as the world environment."
                elif asset_type == "textures":
                    material_name = result.get("material", "")
                    maps = ", ".join(result.get("maps", []))
                    return f"{message}. Created material '{material_name}' with maps: {maps}."
                elif asset_type == "models":
                    return f"{message}. The model has been imported into the current scene."
                else:
                    return message
            else:
                return f"Failed to download asset: {result.get('message', 'Unknown error')}"
        except Exception as e:
            logger.error(f"Error downloading Polyhaven asset: {str(e)}")
            return f"Error downloading Polyhaven asset: {str(e)}"
  • The docstring within the handler defines the input schema (parameters and descriptions) and output description for the tool.
    """
    Download and import a Polyhaven asset into Blender.
    
    Parameters:
    - asset_id: The ID of the asset to download
    - asset_type: The type of asset (hdris, textures, models)
    - resolution: The resolution to download (e.g., 1k, 2k, 4k)
    - file_format: Optional file format (e.g., hdr, exr for HDRIs; jpg, png for textures; gltf, fbx for models)
    
    Returns a message indicating success or failure.
    """
  • The @mcp.tool() decorator registers this function as an MCP tool.
    @mcp.tool()
  • MCP prompt that provides strategy guidance, including specific usage instructions for the download_polyhaven_asset tool based on asset_type.
    @mcp.prompt()
    def asset_creation_strategy() -> str:
        """Defines the preferred strategy for creating assets in Blender"""
        return """When creating 3D content in Blender, always start by checking if integrations are available:
    
        0. Before anything, always check the scene from get_scene_info()
        1. First use the following tools to verify if the following integrations are enabled:
            1. PolyHaven
                Use get_polyhaven_status() to verify its status
                If PolyHaven is enabled:
                - For objects/models: Use download_polyhaven_asset() with asset_type="models"
                - For materials/textures: Use download_polyhaven_asset() with asset_type="textures"
                - For environment lighting: Use download_polyhaven_asset() with asset_type="hdris"
            2. Sketchfab
                Sketchfab is good at Realistic models, and has a wider variety of models than PolyHaven.
                Use get_sketchfab_status() to verify its status
                If Sketchfab is enabled:
                - For objects/models: First search using search_sketchfab_models() with your query
                - Then download specific models using download_sketchfab_model() with the UID
                - Note that only downloadable models can be accessed, and API key must be properly configured
                - Sketchfab has a wider variety of models than PolyHaven, especially for specific subjects
            3. Hyper3D(Rodin)
                Hyper3D Rodin is good at generating 3D models for single item.
                So don't try to:
                1. Generate the whole scene with one shot
                2. Generate ground using Hyper3D
                3. Generate parts of the items separately and put them together afterwards
    
                Use get_hyper3d_status() to verify its status
                If Hyper3D is enabled:
                - For objects/models, do the following steps:
                    1. Create the model generation task
                        - Use generate_hyper3d_model_via_images() if image(s) is/are given
                        - Use generate_hyper3d_model_via_text() if generating 3D asset using text prompt
                        If key type is free_trial and insufficient balance error returned, tell the user that the free trial key can only generated limited models everyday, they can choose to:
                        - Wait for another day and try again
                        - Go to hyper3d.ai to find out how to get their own API key
                        - Go to fal.ai to get their own private API key
                    2. Poll the status
                        - Use poll_rodin_job_status() to check if the generation task has completed or failed
                    3. Import the asset
                        - Use import_generated_asset() to import the generated GLB model the asset
                    4. After importing the asset, ALWAYS check the world_bounding_box of the imported mesh, and adjust the mesh's location and size
                        Adjust the imported mesh's location, scale, rotation, so that the mesh is on the right spot.
    
                    You can reuse assets previous generated by running python code to duplicate the object, without creating another generation task.
    
        3. Always check the world_bounding_box for each item so that:
            - Ensure that all objects that should not be clipping are not clipping.
            - Items have right spatial relationship.
        
        4. Recommended asset source priority:
            - For specific existing objects: First try Sketchfab, then PolyHaven
            - For generic objects/furniture: First try PolyHaven, then Sketchfab
            - For custom or unique items not available in libraries: Use Hyper3D Rodin
            - For environment lighting: Use PolyHaven HDRIs
            - For materials/textures: Use PolyHaven textures
    
        Only fall back to scripting when:
        - PolyHaven, Sketchfab, and Hyper3D are all disabled
        - A simple primitive is explicitly requested
        - No suitable asset exists in any of the libraries
        - Hyper3D Rodin failed to generate the desired asset
        - The task specifically requires a basic material/color
        """

Schema Changelog

Changes observed during successful MCP inspections.

  1. First observed

TDQS

A3.8/5.0
Behavior3/5

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

No annotations are provided, so the description must carry the behavioral burden. It does state that the tool downloads and imports into Blender and returns a success/failure message. However, it does not disclose side effects like modifying the current Blender scene, network requirements, or whether the operation could overwrite existing objects. This is adequate but leaves gaps.

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?

The description is well-structured: a one-sentence purpose, a concise parameter block with examples, and a return-value note. It is front-loaded and every line adds value given the schema has no descriptions. The parameter list is slightly long but justified by the lack of schema documentation.

Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.

Completeness3/5

Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?

All parameters are covered and the return behavior is stated, which is good for a tool with no output schema. However, the description omits useful context such as where asset_id comes from, whether the import modifies the existing scene, and any dependency on Blender being open. Given no annotations and no output schema, this is a clear gap.

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

Parameters4/5

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

The input schema has 0% description coverage, so the parameter list in the description is the primary source of semantic information. It provides meaningful examples and allowed values for asset_type, resolution, and file_format, including asset-type-specific formats. Asset_id is under-specified (only 'The ID of the asset to download'), but the overall parameter documentation compensates well for the bare 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?

The description opens with a specific verb and resource: 'Download and import a Polyhaven asset into Blender.' This clearly distinguishes the tool from siblings like search_polyhaven_assets (searching) and download_sketchfab_model (different source platform). No ambiguity about what this tool does.

Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.

Usage Guidelines3/5

Does the description explain when to use this tool, when not to, or what alternatives exist?

The description makes it clear this is for Polyhaven assets, which implies when to use it versus Sketchfab or Hunyuan tools. However, it does not explicitly state when to prefer this over search_polyhaven_assets or set_texture, nor does it mention preconditions such as needing an asset_id from a prior search. Usage context is present but only implied.

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