taigas-texture

taigas-texture

MCP server for procedural material generation and inspection via a deterministic Texture DSL, exposing tools to list, validate, render, and multiscale-inspect materials.

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README

<p align="center"> <img src="./assets/banner.png" width="100%" alt="TAIGA Texture"> </p>

<p align="center"><code>deterministic procedural materials · browser workbench · CLI · MCP</code></p>


TAIGA Texture is a compact procedural-material laboratory with a deterministic Texture DSL that can be authored by people or driven by an LLM.

TTX is the technical shorthand taken from Taiga TeXture. It names the file format and toolchain; the language itself is called Texture DSL.

Edit materials in the browser, inspect PBR channels and a cube preview, then automate the same engine through the CLI or MCP.

[ MATERIAL GALLERY ]

<table> <tr> <td align="center"><img src="./assets/gallery/crackle-ceramic.png" width="220"><br><sub>CRACKLE CERAMIC</sub></td> <td align="center"><img src="./assets/gallery/saddle-leather.png" width="220"><br><sub>SADDLE LEATHER</sub></td> <td align="center"><img src="./assets/gallery/quarter-sawn-oak.png" width="220"><br><sub>QUARTER-SAWN OAK</sub></td> </tr> <tr> <td align="center"><img src="./assets/gallery/granite.png" width="220"><br><sub>GRANITE</sub></td> <td align="center"><img src="./assets/gallery/waxed-canvas.png" width="220"><br><sub>WAXED CANVAS</sub></td> <td align="center"><img src="./assets/gallery/rusted-steel.png" width="220"><br><sub>RUSTED STEEL</sub></td> </tr> </table>

Features

  • Texture DSL — pure, forward-only fields with deterministic seeds and compile-time cost limits.
  • Material workbench — live source editing, PBR channel views, tiling checks, parameter sliders, and an interactive studio-lit cube.
  • PBR ZIP export — download the current browser material as Base Color, Height, OpenGL Normal, Roughness, Metallic, metadata, and its .ttx source.
  • Procedural library — ceramic, leather, stitched leather, oak, granite, canvas, rusted steel, marble, and multiscale parched earth.
  • LLM tool surface — structured validation diagnostics, deterministic analysis, PNG rendering, multiscale inspection, CLI, and stdio MCP.
  • No runtime packages — the browser workbench is one HTML file; the automation tools use Node.js built-ins.

Run locally

Clone the repository and open ttx-bench.html in a WebGL 2 capable browser.

git clone https://github.com/kawaiiTaiga/taigas-texture.git
cd taigas-texture

On Windows:

Start-Process .\ttx-bench.html

Optional verification:

npm test

Export to Blender, Unity, Unreal, or Godot

In the browser workbench, choose the preview resolution and press PBR export → download .zip. The archive contains five standard PNG maps, material.json, a short integration note, and the authoritative .ttx source.

Use Base Color as sRGB. Load Height, Normal, Roughness, and Metallic as Non-Color/Linear data. The normal map follows OpenGL (+Y); invert its green channel for a DirectX normal workflow.

CLI

# Discover bundled and library materials
node ttx-cli.mjs examples --json

# Validate one example
node ttx-cli.mjs validate --example saddle --json

# Render PBR views
node ttx-cli.mjs render --example ceramic --out renders/ceramic --resolution 256 --json

# Inspect the same point across scales
node ttx-cli.mjs render-scales materials/parched-earth.ttx \
  --out renders/parched-earth --zooms 1,4,16,64 --center 0.5,0.5 --json

MCP

Start the dependency-free stdio server:

node ttx-mcp-server.mjs

Example MCP configuration:

{
  "mcpServers": {
    "taigas-texture": {
      "command": "node",
      "args": ["<ABSOLUTE_PATH>/ttx-mcp-server.mjs"]
    }
  }
}

Exposed tools:

  • list_material_examples
  • get_material_example
  • validate_material
  • render_material
  • render_material_multiscale

Material example

seed = 17
tile = 1
var glaze_h = 0.53

field cells = worley(u, v, freq=15, jitter=1, out=edge, seed=3)
field crack = 1 - smoothstep(0.004, 0.052, cells)
field h = clamp(0.52 - 0.11*crack, 0, 1)

out height = h
out albedo = hsv(glaze_h, 0.42, 0.72*(1 - 0.48*crack))
out rough = clamp(0.20 + 0.44*crack, 0, 1)
out metal = 0

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