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_idwhen both material and face IDs are needed.
Related nodes
surface_assign_id— general version that also paints face IDssurface_id_mask— extracts the painted material regionsurface_light_preview— reviews the material effectsolid_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:dirtfor easier future material processing.