Material Nodes
Material Tag
Tags all triangles of a geometry with a material slot index. Wire a Material Parameter node into the slot input.
Inputs
- Geometry (Geometry)
- Material Slot (Float)
- Slot Override (Float)
Outputs
- Geometry (Geometry)
Tips
- Wire Slot Override (e.g. from a loop index or scatter spawn seed) to pick a different submesh bucket per instance: the basis for N-submesh texture variation.
- In a top-level graph: drive Slot Override with a Random Int for an even spread across buckets, or Weighted Pick for uneven frequencies. In a sub-graph: use a Material Palette parameter instead – Slot Override cannot be remapped during inlining.
- To paint a different texture on each piece, wire a Switch into Set Material Property downstream.
Set Material Property
Paints a texture or color onto one material slot, only on the geometry flowing through, so every piece can have its own look while sharing one material.
Inputs
- Geometry (Geometry)
- Material Slot (Float)
- Texture (Texture)
- Color (Color)
Outputs
- Geometry (Geometry)
Options
- _materialSlotIndex: Which Material Slot parameter receives the override. -1 means no slot selected.
- _propertyName: Shader property to override. Empty means Main Texture or Main Color depending on mode.
- _isColorMode: True when a Color-type property is selected; false for Texture-type.
- _colorValue: Inline RGBA color used when the Color port is unwired.
Limitations
- Bake is not supported: use Scene Instance to preview and apply material overrides.
- ChunkSystem (streaming worlds) cannot apply per-instance property blocks.
Tips
- Material Tag assigns a slot; this node paints it.
- Drive the texture from a Switch in a loop for per-piece variation.
- Each distinct texture or color is one extra draw call.
- Designers can swap textures and colors on the InfinioInstance without regenerating.
- For per-piece tint without extra draw calls, use Assign Vertex Color instead.