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Solid Set Material

solid_set_material

Overrides the material and color of every primitive in the solid.

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

Input Ports

NameTypeDescription
ソリッド
solid
Solid
Required
加工したい立体です。

Output Ports

NameTypeDescription
ソリッド
solid
Solid
加工後の立体です。

Parameters

NameTypeDefaultRangeDescription / Options
color
Color
[0.6200000047683716,0.6399999856948853,0.699999988079071,1]

レンダリング時の基本色です。

素材ID
material_id
Text
core:default

レンダリング後の Surface に引き継ぐ素材IDです。例: core:stone

Overview

Overrides the material ID and color of every primitive in a solid at once. Use it to make an assembled solid uniformly stone or metal, or reuse the same shape with different colored materials.

  • Coordinate system: z-up (x right, y back, z up). Dimensions are in units (converted to pixels at render time with pixels_per_unit).

Usage tips

  • A shortcut for recolor variants is to branch several Set Material nodes downstream of one completed solid. This creates a stone tower and an ice tower from the same shape without editing the geometry again.
  • Material IDs matter in downstream Surface processing after rendering (separate colors and textures by material). Use a convention such as core:stone that matches downstream processing.
  • To change materials selectively, set each primitive's color / material_id on its generation node before combining. This node applies one override globally.

Related nodes

  • solid_render — destination that inherits the material IDs
  • surface_assign_material — manipulate materials after rendering
  • solid_combine — assemble the target of the global change

Examples

Change an assembled solid uniformly to stone, metal, or another material.

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Solid Set Material — PixPipeline Node Reference