| name | maya-materials |
| description | Authoring stage — create, assign, query, and manage Lambert / Blinn /
surface shader networks. Use for ad-hoc material assignment. For reusable
presets and library workflows use maya-material-library; for final
rendering use maya-render. |
| license | MIT |
| allowed-tools | Bash Read |
| metadata | {"dcc-mcp":{"dcc":"maya","layer":"domain","stage":"authoring","version":"1.1.0","tags":["maya","material","shader","shading","lambert","blinn"],"search-hint":"assign shader, basic material, surface shader, lambert blinn,\ncreate material, shading group, shadingEngine, sets surfaceShader","tools":"tools.yaml","groups":"groups.yaml"}} |
maya-materials (Authoring stage)
Build and assign basic shader networks. Eight scripts cover the typical
"create a Lambert and assign it" loop while keeping inputSchema
validation in place.
set_material_attribute includes Maya 2022 / MtoA compatibility aliases for
Arnold aiStandardSurface, such as accepting metallic and writing
metalness when that is the available attribute.
For sharing material presets across assets / shots, use
maya-material-library.