@bottobot/td-mcp
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TouchDesigner MCP Server v2.8.0 - 21 MCP tools, 629 operators with clean parameter data, 69 Python API classes, 14 tutorials, 32 workflow patterns. Includes version system, experimental techniques KB, core tool enhancements, and experimental build support
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JSON
{
"id": "pbr_mat",
"name": "PBR MAT",
"displayName": "PBR MAT",
"category": "MAT",
"subcategory": "PBR",
"version": "",
"lastUpdated": "2025-08-07T07:50:07.268Z",
"sourceFile": "C:\\Program Files\\Derivative\\TouchDesigner\\Samples\\Learn\\OfflineHelp\\https.docs.derivative.ca\\PBR_MAT.htm",
"url": "",
"description": "The PBR MAT creates a material using a Physically Based Rendering (PBR) lighting model. It has support for textures, reflections, bumps, cone lights, rim lights, alpha maps and more.",
"summary": "The PBR MAT creates a material using a Physically Based Rendering (PBR) lighting model. It has support for textures, reflections, bumps, cone lights, rim lights, alpha maps and more.",
"details": "",
"usage": "",
"tips": [],
"warnings": [],
"parameters": [
{
"id": null,
"name": "Base Color",
"label": "Base Color",
"group": "General",
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"description": "Base color of the texture, used to calculate diffuse and specular contributions.",
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"name": "Red",
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"group": "General",
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"description": "basecolorr - basecolorg - basecolorb -",
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"id": null,
"name": "Specular Level",
"label": "Specular Level",
"group": "General",
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"type": "float",
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"description": "specularlevel - The amount of contribution the Specular Level Map adds to the material.",
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"description": "metallic - The amount of contribution the Metallic Map adds to the material.",
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"description": "roughness - The amount of contribution the Roughness Map adds to the material. Used to calculate specular D, R, and F (blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_notes_v2.pdf page 3).",
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"name": "Ambient Occlusion",
"label": "Ambient Occlusion",
"group": "General",
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"description": "ambientocclusion - The amount of contribution the Ambient Occlusion Map adds to the material. Ambient Occlusion affects the contribution from the Environement Light .",
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"id": null,
"name": "Env Light Quality",
"label": "Env Light Quality",
"group": "General",
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"description": "envlightquality - The sampling quality of the Environment Light with the material.",
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"name": "Emit",
"label": "Emit",
"group": "General",
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"description": "emit - - This is the color that the material will emit even if there is no light.\n\n emitr - emitg - emitb -",
"tooltip": "",
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"description": "constant - - Adds to the final color. Where there are point colors, finalcolor += Color * Constant Color. This behaves like there is ambient illumination of 1 1 1. It is not affected by textures or transparency.\n\n constantr - constantg - constantb -",
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"id": null,
"name": "Polygon Front Faces",
"label": "Polygon Front Faces",
"group": "General",
"page": "",
"type": "float",
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"description": "frontfacelit - - Controls how the polygon's normal is used to light the front face of the polygon. For more information refer to the Two-Sided Lighting article.\n\n uselight - frontlit - backlit -",
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"id": null,
"name": "Use Per-Light(s) Parameter",
"label": "Use Per-Light(s) Parameter",
"group": "General",
"page": "",
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"description": "backfacelit - - Back Face's backfacelit - Controls how the polygon's normal is used to light the back face of the polygon. For more information refer to the Two-Sided Lighting article.\n\n uselight - frontlit - backlit -",
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"name": "Output Shader...",
"label": "Output Shader...",
"group": "General",
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"description": "outputshader - This button will bring up a dialog that will create a GLSL MAT and Text DATs with shader code that this PBR is currently using. Since shaders are dependent on the number and type of lights, it will list some possible different shader choices, based on what lighting configurations have been used in the current system. If no shaders are listed in the dialog, it means no shader has been rendered in the current session of TouchDesigner. Turn on the viewer for the Phong , or setup a render in a Render . That will create/compile some shaders and will cause the list to be populated. For example if you want to see a shader that does shadow mapping, setup a render that does shadow mapping and you will see that come up in the list.",
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"name": "Substance TOP",
"label": "Substance TOP",
"group": "General",
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"description": "substance - a Substance TOP containing an .sbsar file. Referencing the will automatically unpack all enabled textures without having to manually fill in any of the below texture maps. Manually filling in any of the texture map parameters will override the texture automatically pulled from the .sbsar package.",
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"description": "basecolormap - - Clicking on the arrows to the right of the map field will open the Texture Sampling Parameters for Color Map. The other Map parameters below will have their own Texture Sampling Parameters as well.\n\n basecolormapextendu - - \n\n hold - zero - repeat - mirror -\n\n basecolormapextendv - - \n\n hold - zero - repeat - mirror -\n\n basecolormapextendw - - \n\n hold - zero - repeat - mirror -\n\n basecolormapfilter - - \n\n nearest - linear - mipmaplinear -\n\n basecolormapanisotropy - - \n\n off - 2x - 4x - 8x - 16x -\n\n basecolormapcoord - - \n\n uv0 - uv1 - uv2 - uv3 - uv4 - uv5 - uv6 - uv7 - screenspace -\n\n basecolormapcoordinterp - - \n\n perspectivecorrect - linear -",
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"description": "metallicmap - - Specifies a metallic texture map. This is equivalent to the Metallic map in Substance Designer.\n\n metalnessmapextendu - - \n\n hold - zero - repeat - mirror -\n\n metalnessmapextendv - - \n\n hold - zero - repeat - mirror -\n\n metalnessmapextendw - - \n\n hold - zero - repeat - mirror -\n\n metalnessmapfilter - - \n\n nearest - linear - mipmaplinear -\n\n metalnessmapanisotropy - - \n\n off - 2x - 4x - 8x - 16x -\n\n metallicmapcoord - - \n\n uv0 - uv1 - uv2 - uv3 - uv4 - uv5 - uv6 - uv7 - screenspace -\n\n metallicmapcoordinterp - - \n\n perspectivecorrect - linear -\n\n metallicmapchannelsource - - \n\n luminance - red - green - blue - alpha - rgbaverage - average -",
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"description": "heightmap - - Specifies a height texture map. This is equivalent to the Height map in Substance Designer. The height map is used in conjunction with the normal map to perform parallax mapping.\n\n heightmapextendu - - \n\n hold - zero - repeat - mirror -\n\n heightmapextendv - - \n\n hold - zero - repeat - mirror -\n\n heightmapextendw - - \n\n hold - zero - repeat - mirror -\n\n heightmapfilter - - \n\n nearest - linear - mipmaplinear -\n\n heightmapanisotropy - - \n\n off - 2x - 4x - 8x - 16x -\n\n heightmapcoord - - \n\n uv0 - uv1 - uv2 - uv3 - uv4 - uv5 - uv6 - uv7 - screenspace -\n\n heightmapcoordinterp - - \n\n perspectivecorrect - linear -\n\n heightmapchannelsource - - \n\n luminance - red - green - blue - alpha - rgbaverage - average -",
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"name": "Parallax Scale",
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"description": "parallaxscale - Scale value applied to the height map. Can be used to increase or exaggerate the effect.",
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"description": "parallaxocclusion - Enables parallax occlusion, an enhancement of the parallax mapping technique used with the height map. Parallax occlusion improves the quality of the texture offsetting in parallax mapping so that the higher parts of the height map appear to occlude the lower parts, giving a better illusion of height.",
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"description": "displaceverts - When Enable Height Map above is On, setting Displace to On will enable true displacement mapping where the vertices of the geometry are displaced based on the Height Map texture and the parameters below.",
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"description": "displacescale - A multiplier for the displacement amount.",
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"description": "displacemid - Sets the middle point of displacement map as the start position for the displacement effect.",
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"name": "Emit Map",
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"description": "emitmap - - Specifies a texture that is multiplied with the Emit color parameter of the material. The object must have texture coordinates. The alpha of this map is ignored.\n\n emitmapextendu - - \n\n hold - zero - repeat - mirror -\n\n emitmapextendv - - \n\n hold - zero - repeat - mirror -\n\n emitmapextendw - - \n\n hold - zero - repeat - mirror -\n\n emitmapfilter - - \n\n nearest - linear - mipmaplinear -\n\n emitmapanisotropy - - \n\n off - 2x - 4x - 8x - 16x -\n\n emitmapcoord - - \n\n uv0 - uv1 - uv2 - uv3 - uv4 - uv5 - uv6 - uv7 - screenspace -\n\n emitmapcoordinterp - - \n\n perspectivecorrect - linear -",
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"description": "alphamap - - This map multiplies the alpha of the object. It uses the red channel of the map, other channels are ignored.\n\n alphamapextendu - - \n\n hold - zero - repeat - mirror -\n\n alphamapextendv - - \n\n hold - zero - repeat - mirror -\n\n alphamapextendw - - \n\n hold - zero - repeat - mirror -\n\n alphamapfilter - - \n\n nearest - linear - mipmaplinear -\n\n alphamapanisotropy - - \n\n off - 2x - 4x - 8x - 16x -\n\n alphamapcoord - - \n\n uv0 - uv1 - uv2 - uv3 - uv4 - uv5 - uv6 - uv7 - screenspace -\n\n alphamapcoordinterp - - \n\n perspectivecorrect - linear -",
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"description": "alphamode - Turning this off will make the alpha change depending on orientation of each polygon's normal compared to the camera. Normals that are pointing at the camera will results in the polygon having an alpha of Alpha Front. Normals that are perpendicular to the camera (facing sideways/up/down) will have Alpha Side for their alpha.",
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"description": "alphafront - The opacity of the material. This parameter is multiplied by point alpha of the object (as will as any other alpha source).",
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"description": "alphaside - This is used for non-uniform alpha. It is the alpha value polygons that are facing away from the camera will get.",
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"description": "rolloff - Controls how the alpha changes from Alpha Front to Alpha Side.",
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"name": "Post-Mult Color by Alpha",
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"description": "postmultalpha - At the end of all of the calculations, the color (RGB) is multiplied by the calculated alpha. You can stop this from happening by turning off this checkbox.",
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"name": "Rim Light",
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"name": "Enable",
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"description": "rimlight0enable - Enables this rim light.",
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"description": "rimlight0map - - This map will multiple the calculated rim light color.\n\n rimlight0mapextendu - - \n\n hold - zero - repeat - mirror -\n\n rimlight0mapextendv - - \n\n hold - zero - repeat - mirror -\n\n rimlight0mapextendw - - \n\n hold - zero - repeat - mirror -\n\n rimlight0mapfilter - - \n\n nearest - linear - mipmaplinear -\n\n rimlight0mapanisotropy - - \n\n off - 2x - 4x - 8x - 16x -\n\n rimlight0mapcoord - - \n\n uv0 - uv1 - uv2 - uv3 - uv4 - uv5 - uv6 - uv7 - screenspace -\n\n rimlight0mapcoordinterp - - \n\n perspectivecorrect - linear -",
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"description": "rimlight0color - - The color of the rim light.\n\n rimlight0colorr - rimlight0colorg - rimlight0colorb -",
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"description": "rimlight0center - The center of the rim lights location, situated somewhere on a 360 degree circle.",
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"description": "rimlight0width - How far from the center the rim light extends.",
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"description": "rimlight0strength - Controls the brightness of the rim light.",
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"id": null,
"name": "Strength Ramp",
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"description": "rimlight0strengthramp - You can specify a horizontal ramp (it will sample the texture at v = 0.5), which controls the the rim lights strength.",
"tooltip": "",
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"isReadOnly": false,
"isAdvanced": false,
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"id": null,
"name": "Shadow Strength",
"label": "Shadow Strength",
"group": "General",
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"type": "float",
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"description": "shadowstrength - This parameter will control how much being in a shadow will change the color of the lighting. At 1 the object will take on the parameter, at 0 it will behave as if it's not in a shadow, even if it is.",
"tooltip": "",
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"id": null,
"name": "Shadow Color",
"label": "Shadow Color",
"group": "General",
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"type": "float",
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"description": "shadowcolor - - The color that will be used in shadowed areas.\n\n shadowcolorr - shadowcolorg - shadowcolorb -",
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"isReadOnly": false,
"isAdvanced": false,
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{
"id": null,
"name": "Darkness Emit",
"label": "Darkness Emit",
"group": "General",
"page": "",
"type": "float",
"dataType": "number",
"style": "",
"defaultValue": null,
"minValue": null,
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"description": "darknessemit - The Phong calculates the current brightness of color of the objects, after taking into account lights, rim lights, emission etc. It then uses this brightness (between 0-1) and fades in the . The darker the area, the more of the darkness emit color that will be applied.",
"tooltip": "",
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"id": null,
"name": "Darkness Emit Color",
"label": "Darkness Emit Color",
"group": "General",
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"type": "float",
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"description": "darknessemitcolor - - The color that is used for areas that are in darkness.\n\n darknessemitcolorr - darknessemitcolorg - darknessemitcolorb -",
"tooltip": "",
"help": "",
"units": "",
"examples": [],
"isReadOnly": false,
"isAdvanced": false,
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{
"id": null,
"name": "Darkness Emit Map",
"label": "Darkness Emit Map",
"group": "General",
"page": "",
"type": "float",
"dataType": "number",
"style": "",
"defaultValue": null,
"minValue": null,
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"description": "darknessemitmap - - This map multiplies the . This maps alpha is not used.\n\n darknessemitmapextendu - - \n\n hold - zero - repeat - mirror -\n\n darknessemitmapextendv - - \n\n hold - zero - repeat - mirror -\n\n darknessemitmapextendw - - \n\n hold - zero - repeat - mirror -\n\n darknessemitmapfilter - - \n\n nearest - linear - mipmaplinear -\n\n darknessemitmapanisotropy - - \n\n off - 2x - 4x - 8x - 16x -\n\n darknessemitmapcoord - - \n\n uv0 - uv1 - uv2 - uv3 - uv4 - uv5 - uv6 - uv7 - screenspace -\n\n darknessemitmapcoordinterp - - \n\n perspectivecorrect - linear -",
"tooltip": "",
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{
"id": null,
"name": "Write Camera Space Depth to Alpha",
"label": "Write Camera Space Depth to Alpha",
"group": "General",
"page": "",
"type": "float",
"dataType": "number",
"style": "",
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"description": "writecameradepthtoalpha - This cause the camera space depth of the pixel to be written to the alpha channel of the output . This value can be useful for post-processing effects, but ofcourse you will not have the result of all the alpha calculations if you turn this on (although they'll get used to multiply the output color, assuming is enabled.",
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{
"id": null,
"name": "Apply Point Color",
"label": "Apply Point Color",
"group": "General",
"page": "",
"type": "float",
"dataType": "number",
"style": "",
"defaultValue": null,
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"arraySize": 1,
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"description": "applypointcolor - Normally the color attribute (Cd[4]) coming from the is used in the lighting calculation, you can turn off using the color attribute by un-checking this parameter.",
"tooltip": "",
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"isReadOnly": false,
"isAdvanced": false,
"isHidden": false,
"isAnimatable": true,
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},
{
"id": null,
"name": "Instance Texture",
"label": "Instance Texture",
"group": "General",
"page": "",
"type": "float",
"dataType": "number",
"style": "",
"defaultValue": null,
"minValue": null,
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"maxLength": null,
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"arraySize": 1,
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"description": "instancetexture - - When provider per-instance textures in the Geometry COMP, this parameter selects which map the instance texture will be applied as.\n\n basecolormap - normalmap - emitmap - alphamap - darknessemitmap - rimlight0map -",
"tooltip": "",
"help": "",
"units": "",
"examples": [],
"isReadOnly": false,
"isAdvanced": false,
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"isAnimatable": true,
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},
{
"id": null,
"name": "Color Buffer",
"label": "Color Buffer",
"group": "General",
"page": "",
"type": "float",
"dataType": "number",
"style": "",
"defaultValue": null,
"minValue": null,
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"description": "color - Sequence of color buffers\n\n\n\n color0output - - Allows sending things like normals or emit color to different Render color buffers in a single pass.\n\n zero - one - worldspaceposition - worldspacenormal - cameraspaceposition - cameraspacenormal - pointcolor - texturecoord0 - normalmap - emitmap - emitcolor - specularlevelmap - metallicmap - roughnessmap - ambientocclusionmap - finaldiffcolor - finalspeccolor - shadowstrength - normalizedshadowstrength -",
"tooltip": "",
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"id": null,
"name": "RGB",
"label": "RGB",
"group": "General",
"page": "",
"type": "float",
"dataType": "number",
"style": "",
"defaultValue": null,
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"description": "color0output - - Allows sending things like normals or emit color to different Render color buffers in a single pass.\n\n zero - one - worldspaceposition - worldspacenormal - cameraspaceposition - cameraspacenormal - pointcolor - texturecoord0 - normalmap - emitmap - emitcolor - specularlevelmap - metallicmap - roughnessmap - ambientocclusionmap - finaldiffcolor - finalspeccolor - shadowstrength - normalizedshadowstrength -",
"tooltip": "",
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},
{
"id": null,
"name": "Zero",
"label": "Zero",
"group": "General",
"page": "",
"type": "float",
"dataType": "number",
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"description": "zero - one - worldspaceposition - worldspacenormal - cameraspaceposition - cameraspacenormal - pointcolor - texturecoord0 - normalmap - emitmap - emitcolor - specularlevelmap - metallicmap - roughnessmap - ambientocclusionmap - finaldiffcolor - finalspeccolor - shadowstrength - normalizedshadowstrength -",
"tooltip": "",
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{
"id": null,
"name": "Deform",
"label": "Deform",
"group": "General",
"page": "",
"type": "float",
"dataType": "number",
"style": "",
"defaultValue": null,
"minValue": null,
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"isArray": false,
"arraySize": 1,
"dimensions": 1,
"description": "dodeform - Enables deforms on this material.",
"tooltip": "",
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"units": "",
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"isReadOnly": false,
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"isAnimatable": true,
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},
{
"id": null,
"name": "Get Bone Data:",
"label": "Get Bone Data:",
"group": "General",
"page": "",
"type": "float",
"dataType": "number",
"style": "",
"defaultValue": null,
"minValue": null,
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"maxLength": null,
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"isArray": false,
"arraySize": 1,
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"description": "deformdata - - Specifies where the deform bone data will be obtained.\n\n sop - mat - deformin -",
"tooltip": "",
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"isReadOnly": false,
"isAdvanced": false,
"isHidden": false,
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{
"id": null,
"name": "From a SOP",
"label": "From a SOP",
"group": "General",
"page": "",
"type": "float",
"dataType": "number",
"style": "",
"defaultValue": null,
"minValue": null,
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"description": "sop - mat - deformin -",
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{
"id": null,
"name": "SOP with Capture Data",
"label": "SOP with Capture Data",
"group": "General",
"page": "",
"type": "float",
"dataType": "number",
"style": "",
"defaultValue": null,
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"arraySize": 1,
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"description": "targetsop - Specifies the that contains the deform capture attributes.",
"tooltip": "",
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"isAnimatable": true,
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},
{
"id": null,
"name": "pCaptPath Attrib",
"label": "pCaptPath Attrib",
"group": "General",
"page": "",
"type": "float",
"dataType": "number",
"style": "",
"defaultValue": null,
"minValue": null,
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"maxLength": null,
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"description": "pcaptpath - Specifies the name of the pCaptPath attribute to use. When your geometry has been put through a Bone Group SOP, the attributes will be split into names like pCaptPath0, pCaptPath1. You can only render 1 bone group at a time, so this should match the group you are rendering with this material.",
"tooltip": "",
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"isReadOnly": false,
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},
{
"id": null,
"name": "pCaptData Attrib",
"label": "pCaptData Attrib",
"group": "General",
"page": "",
"type": "float",
"dataType": "number",
"style": "",
"defaultValue": null,
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"isArray": false,
"arraySize": 1,
"dimensions": 1,
"description": "pcaptdata - Much like pCaptPath Attrib.",
"tooltip": "",
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"examples": [],
"isReadOnly": false,
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"isAnimatable": true,
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},
{
"id": null,
"name": "Skeleton Root Path",
"label": "Skeleton Root Path",
"group": "General",
"page": "",
"type": "float",
"dataType": "number",
"style": "",
"defaultValue": null,
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"description": "skelrootpath - Specifies the path to the where the root of the skeleton is located.",
"tooltip": "",
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"isReadOnly": false,
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"isHidden": false,
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