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blender_materials_baking

Bake non-standard shaders to PBR textures, enabling VRM avatars to function in PBR-based environments.

Instructions

Convert non-standard (VRM/MToon) shaders to PBR textures.

Essential for VRM avatars moving into Resonite, Unity, or other PBR-based environments. Prevents "Semantic Dilution" of artistic intent.

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
operationNoBaking operation typebake_toon_to_pbr
resolutionNoBake texture resolution (512, 1024, 2048, 4096)
marginNoPixel margin for UV island bleeding
target_meshNoSpecific mesh object to process (defaults to active)
output_dirNoOutput directory for baked textures//bakes
bake_typeNoType of bake ("combined", "albedo", "normal", "roughness")combined
max_atlas_sizeNoMaximum atlas texture size for consolidation
remove_unused_uvsNoClean up unused UV space during consolidation
preserve_lightingNoTry to maintain original lighting in conversions
create_backupNoCreate backup of original materials

Output Schema

TableJSON Schema
NameRequiredDescriptionDefault
resultYes
Behavior2/5

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

No annotations are provided, so the description must fully disclose behavioral traits. It only states the conversion action without mentioning side effects (e.g., whether original materials are modified, if textures are generated as new assets, or if the process is destructive). With 10 parameters and no annotations, more detail on behavior is needed.

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?

The description is extremely concise, with only two sentences: the first states the action, the second provides the use case. Every sentence earns its place, and the key information is front-loaded. No superfluous text.

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?

Despite having no annotations and an output schema, the description is too brief for a tool with 10 parameters. It omits workflow steps, prerequisites (e.g., needing a VRM model), and does not explain return values (though output schema may cover that). The description provides essential context but lacks depth for a complex baking operation.

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%, and each parameter has a schema description. The tool description does not add meaning beyond the schema, but the baseline of 3 is appropriate since the schema already documents parameters adequately. The context about VRM-to-PBR conversion indirectly helps interpret parameters like operation and bake_type.

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's purpose: converting non-standard shaders (VRM/MToon) to PBR textures. It uses a specific verb ('Convert') and resource ('non-standard shaders'), and the mention of VRM avatars and PBR environments distinguishes it from sibling tools like blender_materials or blender_textures, which handle general material or texture operations.

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 description explicitly identifies the primary use case ('Essential for VRM avatars moving into Resonite, Unity, or other PBR-based environments'), providing clear context for when to use the tool. However, it does not mention alternatives or when not to use it, nor does it compare to sibling tools like blender_materials or blender_textures.

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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