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Set Material Property

blender_set_material_property
Idempotent

Modify PBR material properties in Blender, including base color, metallic, roughness, and emission values, to update material appearance.

Instructions

Modify specific property of existing material.

Updates PBR material properties like color, metallic, roughness, or emission.

Args:

  • material_name (string): Material to modify

  • property: 'base_color' | 'metallic' | 'roughness' | 'emission_color' | 'emission_strength'

  • value: Property value (color as RGBA array or number for metallic/roughness/strength)

Returns: Success confirmation

Examples:

  • Make metallic: { material_name: "Metal", property: "metallic", value: 1.0 }

  • Set red color: { material_name: "Red", property: "base_color", value: [1, 0, 0, 1] }

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
material_nameYesMaterial to modify
propertyYes
valueYesProperty value
Behavior4/5

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

Annotations provide readOnlyHint=false, destructiveHint=false, and idempotentHint=true. The description adds valuable context beyond annotations: it specifies that it modifies 'existing material' (prerequisite), mentions specific property types (PBR material properties), and provides concrete examples of value formats. This enhances understanding of the tool's behavior without contradicting annotations.

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 a clear purpose statement, parameter explanations, and practical examples. Each section earns its place, though the 'Returns: Success confirmation' line is somewhat redundant since it doesn't elaborate on what confirmation entails. Overall efficient and front-loaded.

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

Completeness4/5

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

For a mutation tool with no output schema, the description provides adequate context: clear purpose, parameter guidance, examples, and behavioral context. It covers the essential aspects of modifying material properties, though additional details about error conditions or material existence validation could further enhance completeness.

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?

With 67% schema description coverage, the description compensates well by explaining the 'property' enum values and 'value' parameter semantics (color as RGBA array vs number for other properties). The examples clarify how different property types map to different value formats, adding meaningful context beyond the schema's technical specifications.

Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.

Purpose4/5

Does the description clearly state what the tool does and how it differs from similar tools?

The description clearly states the tool modifies specific properties of existing materials, with specific examples of PBR properties like color and metallic. It distinguishes from sibling tools like blender_create_material (creation vs modification) and blender_apply_material (application vs property setting). However, it doesn't explicitly contrast with blender_modify_object, which might handle different object types.

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 implies usage when needing to update material properties, but doesn't provide explicit guidance on when to use this versus alternatives like blender_create_material for new materials or blender_apply_material for assigning materials to objects. No when-not-to-use scenarios or prerequisites are mentioned.

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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