create_material
Create a Blender Principled BSDF material with defined base color, metallic, roughness, transparency, and emission settings. Assign it to objects or reuse an existing material by name.
Instructions
Create a Principled BSDF material.
Colors are [r, g, b] or [r, g, b, a] floats in 0..1 LINEAR space -- not 0-255 and not sRGB hex. Returns the material's resulting properties.
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| ior | No | Index of refraction; 1.45 glass, 1.5 plastic | |
| name | Yes | Material name | |
| alpha | No | Below 1 also needs blend_method='BLENDED' | |
| metallic | No | 0 for non-metals, 1 for bare metal. Values in between are physically wrong for game PBR. | |
| assign_to | No | Objects to assign the new material to immediately | |
| roughness | No | ||
| base_color | No | [r, g, b] or [r, g, b, a], each 0..1 (linear) | |
| blend_method | No | Transparency handling in EEVEE | |
| emission_color | No | [r, g, b] or [r, g, b, a], each 0..1 (linear) | |
| reuse_existing | No | Reuse a material of this name instead of failing | |
| emission_strength | No | ||
| use_backface_culling | No |