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First seen 2026-11-05 · Last seen 2026-11-05 · Source: webmcp.com
Answer 67 · Act 127 · Transact 10 · Score: Not yet scored
Tool inspector
show3DScene
Show an interactive, orbit-able 3D voxel scene in the chat — blocky, low-poly cubes, Minecraft-style, not photorealistic. Use it for anything genuinely spatial/structural that a flat image or diagram can't convey: a room layout or furniture arrangement, a simple building/floor-plan massing, a molecule's ball-and-stick structure, a small landscape or diorama. Don't use it for anything needing realistic materials/lighting or fine curved detail — that's what generateCarousel's illustrated images are for; this tool is deliberately blocky, and imprecise voxel placement still looks intentional at this fidelity rather than broken. Build the scene from two complementary pieces: `fill` for solid regions (cheap for large areas — a floor, a wall, a room's shell) and `voxels` for individual-cube detail layered on top (windows, furniture, fine features). Each `fill` entry is an axis-aligned box: {from:[x0,y0,z0], to:[x1,y1,z1], color} — both corners inclusive, i.e. from:[0,0,0],to:[9,0,9] is a 10x10 single-layer floor. Each `voxels` entry is one cube: {x,y,z,color}. x/z are the horizontal plane, y is height — keep y>=0 (the floor sits at y=0) unless you deliberately want something floating. Use small integer coordinates (roughly 0-30 per axis) — this is a blocky diorama, not a precise CAD model, so don't chase fractional precision. Define a `palette` — {key: "#hex"} — once for any color you'll reuse (e.g. {"wall":"#d4a373","floor":"#8d99ae"}), then reference the key from `color` fields instead of repeating hex strings; a literal hex string also works directly in `color` for a one-off. Keep total voxel count reasonable (under a few thousand after `fill` regions expand) — describe large uniform areas as one `fill` region rather than enumerating every cube, and add `voxels` detail only where it actually reads as meaningful (a door, a window, a distinguishing feature), not by filling in every surface at full density. If asked for more detail or a higher voxel count, add MORE DISTIN…
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Input schema
| Property | Type | Required | Description |
|---|---|---|---|
title |
string | no | — |
palette |
object | no | Optional map of color-key -> hex color, e.g. {"wall":"#d4a373"}. Reference these keys from `color` fields below instead of repeating hex strings. |
fill |
array | no | Axis-aligned box regions of voxels — cheap for large solid areas (a floor, a wall) compared to listing every cube. |
voxels |
array | no | Individual voxel detail — windows, furniture, fine features — layered on top of `fill`. |
Raw JSON schema
{
"type": "object",
"properties": {
"title": {
"type": "string"
},
"palette": {
"type": "object",
"description": "Optional map of color-key -> hex color, e.g. {\"wall\":\"#d4a373\"}. Reference these keys from `color` fields below instead of repeating hex strings.",
"additionalProperties": {
"type": "string"
}
},
"fill": {
"type": "array",
"description": "Axis-aligned box regions of voxels — cheap for large solid areas (a floor, a wall) compared to listing every cube.",
"items": {
"type": "object",
"properties": {
"from": {
"type": "array",
"items": {
"type": "integer"
},
"minItems": 3,
"maxItems": 3,
"description": "[x,y,z] corner, inclusive."
},
"to": {
"type": "array",
"items": {
"type": "integer"
},
"minItems": 3,
"maxItems": 3,
"description": "[x,y,z] opposite corner, inclusive."
},
"color": {
"type": "string",
"description": "A palette key or a literal hex color."
}
},
"required": [
"from",
"to",
"color"
]
}
},
"voxels": {
"type": "array",
"description": "Individual voxel detail — windows, furniture, fine features — layered on top of `fill`.",
"items": {
"type": "object",
"properties": {
"x": {
"type": "integer"
},
"y": {
"type": "integer",
"description": "Height — 0 is the floor."
},
"z": {
"type": "integer"
},
"color": {
"type": "string",
"description": "A palette key or a literal hex color."
}
},
"required": [
"x",
"y",
"z",
"color"
]
}
}
},
"required": []
}
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