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apply_shader

Create and apply specialized shader materials like noise, gradient, or fresnel to objects in Cinema 4D scenes for enhanced visual effects.

Instructions

Create and apply a specialized shader material.

Args:
    shader_type: Type of shader (noise, gradient, fresnel, etc)
    material_name: Optional name of material to apply shader to
    object_name: Optional name of object to apply the material to

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
shader_typeYes
material_nameNo
object_nameNo

Implementation Reference

  • The handler function `apply_shader` executes the shader application logic by sending a command to the Cinema 4D connection.
    async def apply_shader(
        shader_type: str,
        material_name: Optional[str] = None,
        object_name: Optional[str] = None,
        ctx: Context = None,
    ) -> str:
        """
        Create and apply a specialized shader material.
    
        Args:
            shader_type: Type of shader (noise, gradient, fresnel, etc)
            material_name: Optional name of material to apply shader to
            object_name: Optional name of object to apply the material to
        """
        async with c4d_connection_context() as connection:
            if not connection.connected:
                return "❌ Not connected to Cinema 4D"
    
            command = {"command": "apply_shader", "shader_type": shader_type}
    
            if material_name:
                command["material_name"] = material_name
    
            if object_name:
                command["object_name"] = object_name
    
            response = send_to_c4d(connection, command)
            return format_c4d_response(response, "apply_shader")
  • The `apply_shader` tool is registered using the `@mcp.tool()` decorator.
    @mcp.tool()
    async def apply_shader(
Behavior2/5

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

With no annotations provided, the description carries full burden but offers minimal behavioral information. It mentions 'create and apply' which implies a write operation, but doesn't disclose what happens if materials/objects don't exist, whether changes are reversible, what permissions are needed, or what the tool returns. For a mutation tool with zero annotation coverage, this is insufficient.

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 appropriately brief with a clear purpose statement followed by parameter documentation. The two-sentence structure is efficient, though the parameter documentation could be more integrated with the purpose statement rather than presented as a separate 'Args' section.

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?

For a 3-parameter mutation tool with no annotations and no output schema, the description is incomplete. It doesn't explain what happens after application, error conditions, or return values. Given the complexity of shader operations and lack of structured documentation, the description should provide more operational context to be truly helpful.

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?

With 0% schema description coverage, the description provides basic parameter names and optionality but minimal semantic context. It lists 'shader_type' with examples (noise, gradient, fresnel) and notes optional parameters, but doesn't explain what these shader types do, format requirements, or how material/object names are resolved. The description adds some value but doesn't fully compensate for the schema coverage gap.

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 action ('Create and apply') and resource ('specialized shader material'), making the purpose understandable. However, it doesn't differentiate from sibling tools like 'apply_material' or 'create_material', which could cause confusion about when to use this specific shader-focused tool versus general material tools.

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

Usage Guidelines2/5

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

No guidance is provided about when to use this tool versus alternatives like 'apply_material' or 'create_material'. The description only lists parameters without explaining the context or prerequisites for applying shaders, leaving the agent to guess about appropriate usage scenarios.

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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