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set_texture

Apply downloaded Polyhaven textures to 3D objects in Blender to enhance visual appearance and material properties.

Instructions

Apply a previously downloaded Polyhaven texture to an object.

Parameters:

  • object_name: Name of the object to apply the texture to

  • texture_id: ID of the Polyhaven texture to apply (must be downloaded first)

Returns a message indicating success or failure.

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
object_nameYes
texture_idYes

Implementation Reference

  • The handler function for the 'set_texture' MCP tool. It receives object_name and texture_id, sends a 'set_texture' command to the Blender connection, and formats a detailed success message with material information or error.
    @mcp.tool()
    def set_texture(
        ctx: Context,
        object_name: str,
        texture_id: str
    ) -> str:
        """
        Apply a previously downloaded Polyhaven texture to an object.
        
        Parameters:
        - object_name: Name of the object to apply the texture to
        - texture_id: ID of the Polyhaven texture to apply (must be downloaded first)
        
        Returns a message indicating success or failure.
        """
        try:
            # Get the global connection
            blender = get_blender_connection()
            result = blender.send_command("set_texture", {
                "object_name": object_name,
                "texture_id": texture_id
            })
            
            if "error" in result:
                return f"Error: {result['error']}"
            
            if result.get("success"):
                material_name = result.get("material", "")
                maps = ", ".join(result.get("maps", []))
                
                # Add detailed material info
                material_info = result.get("material_info", {})
                node_count = material_info.get("node_count", 0)
                has_nodes = material_info.get("has_nodes", False)
                texture_nodes = material_info.get("texture_nodes", [])
                
                output = f"Successfully applied texture '{texture_id}' to {object_name}.\n"
                output += f"Using material '{material_name}' with maps: {maps}.\n\n"
                output += f"Material has nodes: {has_nodes}\n"
                output += f"Total node count: {node_count}\n\n"
                
                if texture_nodes:
                    output += "Texture nodes:\n"
                    for node in texture_nodes:
                        output += f"- {node['name']} using image: {node['image']}\n"
                        if node['connections']:
                            output += "  Connections:\n"
                            for conn in node['connections']:
                                output += f"    {conn}\n"
                else:
                    output += "No texture nodes found in the material.\n"
                
                return output
            else:
                return f"Failed to apply texture: {result.get('message', 'Unknown error')}"
        except Exception as e:
            logger.error(f"Error applying texture: {str(e)}")
            return f"Error applying texture: {str(e)}"
  • Registers the set_texture tool with the MCP framework using the @mcp.tool() decorator.
    @mcp.tool()
  • Defines the input schema with parameters object_name (str) and texture_id (str), and output as str. Includes detailed docstring description.
    def set_texture(
        ctx: Context,
        object_name: str,
        texture_id: str
    ) -> str:
        """
        Apply a previously downloaded Polyhaven texture to an object.
        
        Parameters:
        - object_name: Name of the object to apply the texture to
        - texture_id: ID of the Polyhaven texture to apply (must be downloaded first)
        
        Returns a message indicating success or failure.
        """
Behavior2/5

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

No annotations are provided, so the description carries the full burden. It mentions that the tool 'Returns a message indicating success or failure', which adds some behavioral context about output. However, it lacks details on permissions needed, whether the operation is destructive (e.g., overwrites existing textures), error conditions, or rate limits, which are important for a mutation tool.

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 front-loaded with the core purpose in the first sentence, followed by a bulleted list of parameters and a note on returns. Every sentence earns its place without redundancy, making it efficient and well-structured for quick understanding.

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?

Given 2 parameters with no schema descriptions, no annotations, and no output schema, the description is adequate but has gaps. It covers the basic purpose and parameters but lacks details on behavioral traits like destructiveness or error handling. For a mutation tool in a 3D context, more context on effects and limitations would improve 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 0% schema description coverage, the description compensates by explaining both parameters: 'object_name' as the 'Name of the object to apply the texture to' and 'texture_id' as the 'ID of the Polyhaven texture to apply (must be downloaded first)'. This adds meaning beyond the bare schema, clarifying usage and constraints, though it could specify format or examples.

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 specific action ('Apply'), the resource ('a previously downloaded Polyhaven texture to an object'), and distinguishes it from siblings like 'download_polyhaven_asset' by focusing on application rather than acquisition. It directly addresses what the tool does without being vague or tautological.

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 provides clear context by specifying that the texture must be 'downloaded first', implying a prerequisite and distinguishing it from download tools. However, it does not explicitly state when not to use this tool or name alternatives, such as whether it applies only to certain object types or if other texture-application tools exist.

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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