Overview
Assigns a PBR material, including textures, to a model. It does not change the
shape; it assigns a material to the entire model or to named regions such as top
and body. This is the key stage in the create primitive → assign material →
review → export workflow.
Usage tips
Scope = AllMatchingtargets every part;PartIdtargets one stable Part ID. Enter the Part ID shown by model inspection, not the human-readable Part Name.- In Part ID scope, a material asset replacement can still affect an untargeted part that already references the same incoming Material ID. The node warns in that case; use a separate Material ID when appearances must be independent.
- Specify a region name to assign materials by part, such as wood grain to a
cylinder's
bodyand growth rings to itstop, without editing vertices. - Use pixel-art images created within the graph directly as textures. A tile texture generated by nodes can flow straight through to a box model.
- To share one material across several models, branch from a common material node.
Related nodes
model_render— reviews the assigned resultmodel_trim_sheet_apply— assigns UVs for a trim sheettexture_layout_dilate— prevents texture bleedingmodel_gltf_export— exports the model