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Model Set Material

model_set_material

Assigns a PBR material to every region or one named region without changing geometry.

Reviewed
Guide available
The node name and summary are available in English. Port, parameter, and article details are currently shown in Japanese.

Input Ports

NameTypeDescription
モデル
model
Model
Required
メッシュブーリアンを行わず組み立てるポリゴンモデルです。
PBRマテリアル
material
PbrMaterial
Required
割り当てる素材です。

Output Ports

NameTypeDescription
モデル
model
Model
組み立てたゲーム向けポリゴンモデルです。

Parameters

NameTypeDefaultRangeDescription / Options
スコープ
scope
Enum
AllMatching

一致する全パーツか、1つの安定したパーツIDを選びます。

  • AllMatchingAllMatching
  • PartIdPartId
パーツID
part_id
Text

スコープがパーツIDのときに更新する安定したModel Part IDです。

領域
region
Text

更新する名前付き領域です。空欄では全領域に割り当てます。

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 = AllMatching targets every part; PartId targets 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 body and growth rings to its top, 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 result
  • model_trim_sheet_apply — assigns UVs for a trim sheet
  • texture_layout_dilate — prevents texture bleeding
  • model_gltf_export — exports the model
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Model Set Material — PixPipeline Node Reference