Material¶
modifier.material ยท Materials
Names a region of the terrain as a material, so it can be shown in colour and exported as a weight map. Wire a selection into the mask to say where it goes; leave the mask empty for a base material that covers everything.
Purpose¶
Names a selection as a material and gives it a colour, so it can be shown on the terrain and arranged with other materials. Reach for it once the form is right and you want to say which parts are rock, grass, snow, or sand.
Inputs¶
selection
Outputs¶
out
Parameters¶
| Parameter | Type | Range | Default | Unit | Description | Field-driven |
|---|---|---|---|---|---|---|
Colour (color) |
color | #808080 | The colour this material previews as. Preview only: it is never exported and no engine reads it. | no |
Layer contract¶
Reads and writes the height layer.
Behaviour¶
Wire a selection into it: a Slope selector for rock on steep ground, a Height selector for snow above a line, a Constant at 1 for a material that covers everything. The selection's values become the material's weight, clamped to the range a weight is defined over, and that is what comes out. Tap it to preview that material's coverage, or run it into an export node to write the weight map to disk.
It takes no terrain. A material says where something is, not what the ground does. Which materials are shown together, in what order, and which are muted is a material set, and that lives in the Materials panel rather than in the graph.
The material takes its name from the node itself, so rename the node to rename the material. The colour is for previewing: it is never exported, and no engine reads it. Both are read by the Materials panel, which is where materials are arranged into sets.