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Surface Assign Material

surface_assign_material

Paints a material ID onto a Surface using a mask image.

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
サーフェース
surface
Surface
Required
素材IDを塗りたいサーフェースです。
マスク
mask
Image
Required
白い部分、または不透明な部分に素材IDを塗ります。

Output Ports

NameTypeDescription
サーフェース
surface
Surface
素材IDを更新したサーフェースです。
素材IDマスク
material_mask
Image
素材IDの割り当てを白黒で見やすくした確認用画像です。

Parameters

NameTypeDefaultRangeDescription / Options
素材ID
material_id
Text
core:metal

マスク部分に塗る素材IDです。例: core:metal、core:emissive

マスクの見方
mask_source
Enum
Alpha

マスク画像のどの値で塗る場所を決めるかです。

  • アルファAlpha
    透明度で塗る場所を決めます。
  • 明るさLuminance
    白黒の明るさで塗る場所を決めます。
  • Red
    赤チャンネルで塗る場所を決めます。
  • Green
    緑チャンネルで塗る場所を決めます。
  • Blue
    青チャンネルで塗る場所を決めます。
しきい値
threshold
Float
0.50–1 / step 0.01

この値以上のピクセルに素材IDを塗ります。

Overview

Assigns a material ID to part of a Surface using a mask image. Only white or opaque areas can be changed to values such as core:metal or core:emissive.

This node does not directly change visible color. It paints information used by downstream lighting and future material processing to identify areas such as metal or emissive material.

Usage tips

  • The effect appears downstream. Nothing changes visibly immediately after painting; differences appear in nodes that inspect materials, such as surface_light_preview.
  • Its main use is for parts with a distinct material, such as a sword blade, lamp, or window.
  • Use the general-purpose surface_assign_id when both material and face IDs are needed.

Related nodes

  • surface_assign_id — general version that also paints face IDs
  • surface_id_mask — extracts the painted material region
  • surface_light_preview — reviews the material effect
  • solid_set_material — assigns a material at the solid stage

Examples

  • Create a mask for a sword blade and paint material_id=core:metal.
  • Create a mask for a lamp and paint material_id=core:emissive.
  • Mark only dirty areas of a brick wall as core:dirt for easier future material processing.
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Surface Assign Material — PixPipeline Node Reference