API & MCP

Everything a person can do on PBR Texture Set Export (glTF, Unreal, Unity), a program or AI agent can do with the same inputs and get the identical result.

HTTP API

PBR Texture Set Export (glTF, Unreal, Unity)

Render a Material Nodes preset or your own graph at up to 1024 px and download a ZIP named for your engine: base color, normal in the right Y convention, a packed ORM or HDRP mask map, separate roughness, metallic and occlusion maps, 8- and 16-bit height, the editable graph and a manifest that lists channels and color spaces.

Inputs of PBR Texture Set Export (glTF, Unreal, Unity)
FieldTypeDefaultDescription
presetselect (brick, wood, stone, metal, fabric, custom)"brick"Material graph
graphtextarea—Graph JSON (for a custom graph). Format renderloom-material-graph version 1 (schema at /static/apps/renderloom/material-graph.schema.json). Copy it from Renderloom → Material Nodes.
sizeinteger512Texture size (px)
seedinteger-1Graph seed (−1 keeps the graph’s seed)
conventionselect (gltf, unreal, unity-hdrp)"gltf"Target engine
height16booleantrueInclude a 16-bit height PNG

Example request

Oak planks for glTF and Blender

curl -X POST https://renderloompbrexport.usefulweb.app/api/v1/calculate -H 'content-type: application/json' -d '{"preset":"wood","size":256}'

Every result contains

inputs (normalised, defaults applied), summary, result (validated against the published schema), units, assumptions, sources, warnings, computedAt and links.

MCP (Model Context Protocol)

{
  "mcpServers": {
    "renderloom-pbr-export": { "type": "http", "url": "https://renderloompbrexport.usefulweb.app/mcp" }
  }
}