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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.