What is it for?
- Changing only metal areas to
core:metal - Assigning different face IDs to floors, walls, and roofs after creation
- Creating custom regions that Surface ID Mask can extract
Overview
Paints material or face IDs onto white areas of a mask. It does not change the
visible appearance; it writes information such as “this is metal” or “this is the
left wall” into the Surface. Downstream lighting, material-specific processing, and
extraction with surface_id_mask can then use that information.
Usage tips
- It forms a round trip with
surface_id_mask: paint a region with Assign, then extract it later with Mask. This enables custom divisions where regions you paint drive your own processing. - Face IDs such as
wall:leftenable direction-specific shading and outline control. Review the divisions with theFview in the Surface preview. - If you need to paint only material IDs, the dedicated
surface_assign_materialprovides the same operation.
Related nodes
surface_id_mask— extracts a painted IDsurface_assign_material— material-ID-only versionpath_mask/mask_boolean— create the mask that defines the painted areasurface_light_preview— reviews the effect of IDsVersion: 1
Examples
[Surface] → surface → [Surface Assign ID(id_kind:Face, face_id:wall:left)] → surface
[Mask] → mask
After painting the face ID, use the F Surface preview to see the painted face in
a separate color.