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sosadly
by sosadly

detail_cubes

Apply smooth base textures to cubes with vertical gradient, directional shading, subtle mottle, and per-island box blur. Uses region color maps and avoids dirty grid appearance.

Instructions

SMOOTH base texturing — the @volmur/Hytale look. Assigns the texture to every chosen face (no untextured 'gaps'), then per face bakes a soft vertical gradient in the region colour + gentle directional shading (top lighter, underside darker) + a SUBTLE low-contrast mottle, and finally a 3x3 box blur per UV island (the 'smooth brush'). Run pack_uv FIRST, then this right after create_texture, then paint_faces for crisp features. Avoids the dirty/noisy/grid look (no hard edge outline, low noise by default). Cubes named _core/_glow are filled bright (emissive read).

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
baseNoDefault base color, e.g. '#6e4a2b'. Used where no `colors` rule matches.
blurNoPer-island smooth-brush blur 0..1 (default 0.55). 0 disables.
cubesNo'all' (default), a single cube name/uuid, or an array of names/uuids to texture.
noiseNoMottle amount 0..1 (default 0.06 — keep it LOW for the smooth look).
colorsNoRegion colour map by cube name: [{match:'leg|paw', color:'#5a3d22'}, ...]. `match` is a regex tested case-insensitively against the cube name; first hit wins. The key to matching a reference palette and not making everything one colour.
streaksNoAdd fur/wood/stone grain streaks on top/back faces (default false).
textureNoTexture to paint on (defaults to the project's default texture).
top_lightNoHow much brighter up-faces are (default 0.12).
glow_regexNoRegex for emissive cube names (default '_core$|_glow$').
bottom_darkNoHow much darker down-faces are (default 0.22).
edge_darkenNoEdge outline darkening (default 0 = OFF; raising it brings back the dirty-grid look).
Behavior4/5

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

With no annotations, the description carries full burden. It describes exactly what happens: texture assignment, gradient baking, directional shading, mottle, blur, and emissive handling. It does not state side effects like reversibility, but the mutative behavior is clear.

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?

Description is relatively concise, covering purpose, workflow, and key features in a few sentences. It is front-loaded with the primary intent. No fluff, every sentence adds value.

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

Completeness5/5

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

Given 11 optional parameters and no output schema, the description thoroughly explains what the tool achieves, the pipeline context, and special behavior for emissive cubes. It compensates for missing annotations with rich detail, making the tool fully understandable.

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 baseline 3. The description adds workflow context but does not significantly augment per-parameter meaning beyond the schema's own descriptions. The emissive regex mention reinforces schema but doesn't add new insight.

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 performs SMOOTH base texturing, assigning texture to chosen faces with specific shading and blur. It distinguishes from siblings like pack_uv, create_texture, and paint_faces by detailing its specific role in the workflow.

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?

Provides explicit workflow order: 'Run pack_uv FIRST, then this right after create_texture, then paint_faces'. It also notes when the tool avoids dirty/grid look, implying use case. Downside: no explicit 'when not to use' but contextual enough.

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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