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Dump Shader Tree

dump_shader

Recursively dump a classical Cinema 4D shader into JSON from its entity handle, capturing texture paths and linked shaders.

Instructions

Recursively dump a shader (resolved from a handle) into JSON. Classical materials only — node materials (Standard node space / Redshift / etc.) expose their shading as a maxon node graph; use list_graph_nodes / apply_graph_description for those instead. Captures type_id / type_name / name per node; promotes c4d.Xbitmap paths to a "file" field; heuristically surfaces image-like strings hiding in other shader BaseContainers as "file_candidates"; and expands shader links stored inside the container as "linked_shaders" (the shape used by Fusion / Colorizer whose internals don't appear via GetDown). Pair with list_entities kind=shader to discover shader handles.

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
handleYesC4D entity handle. Shapes: {kind:"object",name?|path?}, {kind:"render_data",name}, {kind:"take",name}, {kind:"material",name}, {kind:"tag",object?|object_path?,type_id?,tag_name?}, {kind:"video_post",render_data,type_id}, {kind:"shader",owner:<handle>,index}, {kind:"gv_node",tag:<tag handle>,id?|name?} (Xpresso GvNode; use list_xpresso_nodes to discover stable path ids — GvNode inherits BaseList2D so set_params/get_params/describe work on it), {kind:"plugin_options",plugin_id,plugin_type?} (plugin_id accepts an int or a format alias like "abc"/"fbx"/"obj"/"usd"/"gltf"; plugin_type defaults to "scene_saver"; resolves to the plugin's settings BaseList2D — describe+set_params it to configure exporter options before save_document). Prefer `path` over `name` when names are not unique. For this tool, pass a shader handle such as {kind:"shader", owner:<material handle>, index:0}.
max_depthNoMaximum recursion depth (default 5). 0 returns only the root node.
Behavior4/5

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

No annotations were provided, so the description bears the full burden. It details what data is captured (type_id, type_name, name, file field, file_candidates, linked_shaders) and the heuristics used. However, it does not explicitly state that the operation is read-only or mention any side effects or permissions needed.

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 with bolded phrases for emphasis and a logical flow. It is slightly verbose but remains focused and informative, making good use of front-loaded key information.

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?

Given the complexity (recursive shader tree with heuristics) and the absence of an output schema, the description partially describes the output format but does not fully specify the JSON structure or all possible fields. It covers the main points but leaves some gaps.

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

Parameters3/5

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

Schema coverage is 100%, so the schema already fully documents both parameters (handle and max_depth). The description adds minimal extra context beyond the schema; it mentions that handle should be a shader handle but does not elaborate further.

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 clearly states the tool recursively dumps a shader into JSON, specifies it is for classical materials only, and distinguishes from node material tools like list_graph_nodes. It also mentions the captured fields and heuristics.

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

Usage Guidelines5/5

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

Explicitly explains when to use this tool (classical materials) versus alternatives (list_graph_nodes for node materials). Also recommends pairing with list_entities kind=shader to discover handles.

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

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