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blender_assign_material

Create or reuse a Principled BSDF material with RGBA color, roughness, metallic, and optional transmission/emission, then assign it to an existing mesh.

Instructions

Create or reuse a basic Principled BSDF material and assign it to an existing mesh. Colors use linear RGBA in [0,1].

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
alphaNo
metallicYes
roughnessYes
base_colorYesRGBA color [r, g, b, a], each component in [0, 1].
target_nameNo
target_uuidNoStable Codex3D object UUID. Preferred over target_name when supplied.
transmissionNo
material_nameYes
emission_colorNoRGBA color [r, g, b, a], each component in [0, 1].
emission_strengthNo

Schema Changelog

Changes observed during successful MCP inspections.

  1. First observedv0.1.0

TDQS

A3.5/5.0
Behavior2/5

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

The description discloses the core mutation—creating/reusing a material and assigning it—but does not explain what happens when the material name already exists, whether existing material assignments are overwritten, or what the state-changing consequences are beyond the obvious. The annotations are all false and do not provide a safety profile, so the description carries the full burden and leaves important behavior unspecified.

Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.

Conciseness5/5

Is the description appropriately sized, front-loaded, and free of redundancy?

Two sentences with no filler. The first sentence front-loads the core operation, and the second quickly gives the one important semantic convention for color inputs.

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

Completeness2/5

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

With 10 parameters, no output schema, minimal property descriptions, and no meaningful annotations, the description is too thin. It omits how material reuse works, whether existing assignments are replaced, error behavior for missing targets, and semantics for several optional material properties.

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

Parameters2/5

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

Schema description coverage is only 30%, so the description must compensate, but it only adds the color-space note 'linear RGBA in [0,1]'. It does not explain the meaning of transmission, emission_strength, material_name, target selection, or how alpha relates to base_color's alpha channel.

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 states a specific action—'Create or reuse a basic Principled BSDF material and assign it to an existing mesh'—with a clear resource and scope. It also naturally distinguishes itself from every sibling tool, none of which handle material assignment.

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?

The phrase 'assign it to an existing mesh' gives a clear usage context: this tool is for modifying or applying materials to objects already present in the scene. It does not explicitly name alternatives or exclusions, but no sibling offers the same material-assignment capability, so the guidance is adequate.

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