blender_procedural_material
Apply a physically-based material with metallic, roughness, glass, and emission controls to any Blender object.
Instructions
Creates a physically-based (PBR Principled BSDF) material with metallic, roughness, glass transmission, or emission, and binds it to an object.
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| emission | No | RGB emission color [r, g, b] | |
| metallic | No | Metallic factor (0.0 for dielectric/plastic, 1.0 for metal) | |
| roughness | No | Surface roughness (0.0 for glossy mirror, 1.0 for diffuse matte) | |
| base_color | Yes | RGBA base color values (0.0 to 1.0), e.g. [0.8, 0.2, 0.2, 1.0] for red | |
| object_name | Yes | Target object to receive the material | |
| transmission | No | Transmission weight for glass/transparent materials (0.0 to 1.0) | |
| material_name | Yes | Name of the material | |
| emission_strength | No | Emission multiplier strength |