taigas-texture
Click on "Deploy Server".
Wait a few minutes for the server to deploy. Once ready, it will show a "Started" state.
In the chat, type
@followed by the MCP server name and your instructions, e.g., "@taigas-textureRender the ceramic material as a 256x256 PBR texture"
That's it! The server will respond to your query, and you can continue using it as needed.
Here is a step-by-step guide with screenshots.
TAIGA Texture is a compact procedural-material laboratory with a deterministic Texture DSL that can be authored by people or driven by an LLM.
TTX is the technical shorthand taken from Taiga TeXture. It names the file format and toolchain; the language itself is called Texture DSL.
Edit materials in the browser, inspect PBR channels and a cube preview, then automate the same engine through the CLI or MCP.
[ MATERIAL GALLERY ]
Related MCP server: genart-mcp
Features
Texture DSL — pure, forward-only fields with deterministic seeds and compile-time cost limits.
Material workbench — live source editing, PBR channel views, tiling checks, parameter sliders, and an interactive studio-lit cube.
PBR ZIP export — download the current browser material as Base Color, Height, OpenGL Normal, Roughness, Metallic, metadata, and its
.ttxsource.Procedural library — ceramic, leather, stitched leather, oak, granite, canvas, rusted steel, marble, and multiscale parched earth.
LLM tool surface — structured validation diagnostics, deterministic analysis, PNG rendering, multiscale inspection, CLI, and stdio MCP.
No runtime packages — the browser workbench is one HTML file; the automation tools use Node.js built-ins.
Run locally
Clone the repository and open ttx-bench.html in a WebGL 2 capable browser.
git clone https://github.com/kawaiiTaiga/taigas-texture.git
cd taigas-textureOn Windows:
Start-Process .\ttx-bench.htmlOptional verification:
npm testExport to Blender, Unity, Unreal, or Godot
In the browser workbench, choose the preview resolution and press PBR export → download .zip. The archive contains five standard PNG maps, material.json, a short integration note, and the authoritative .ttx source.
Use Base Color as sRGB. Load Height, Normal, Roughness, and Metallic as Non-Color/Linear data. The normal map follows OpenGL (+Y); invert its green channel for a DirectX normal workflow.
CLI
# Discover bundled and library materials
node ttx-cli.mjs examples --json
# Validate one example
node ttx-cli.mjs validate --example saddle --json
# Render PBR views
node ttx-cli.mjs render --example ceramic --out renders/ceramic --resolution 256 --json
# Inspect the same point across scales
node ttx-cli.mjs render-scales materials/parched-earth.ttx \
--out renders/parched-earth --zooms 1,4,16,64 --center 0.5,0.5 --jsonMCP
Start the dependency-free stdio server:
node ttx-mcp-server.mjsExample MCP configuration:
{
"mcpServers": {
"taigas-texture": {
"command": "node",
"args": ["<ABSOLUTE_PATH>/ttx-mcp-server.mjs"]
}
}
}Exposed tools:
list_material_examplesget_material_examplevalidate_materialrender_materialrender_material_multiscale
Material example
seed = 17
tile = 1
var glaze_h = 0.53
field cells = worley(u, v, freq=15, jitter=1, out=edge, seed=3)
field crack = 1 - smoothstep(0.004, 0.052, cells)
field h = clamp(0.52 - 0.11*crack, 0, 1)
out height = h
out albedo = hsv(glaze_h, 0.42, 0.72*(1 - 0.48*crack))
out rough = clamp(0.20 + 0.44*crack, 0, 1)
out metal = 0This server cannot be deployed
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