GeoBindMaterial

The GeoBindMaterial node binds a material in the scene to all the objects specified in the Mask control. For example, connecting a Checkerboard node to the GeoBindMaterial mat input assigns the checkerboard material to a prim in the scene, such as /GeoCube1. If nothing is connected to the mat input, you can assign a material or shader from the Scene Graph using the Material control.

Tip:  GeoBindMaterial's classic 3D system equivalent is the ApplyMaterial node.

Inputs and Controls

Connection Type

Connection Name

Function

Input

unnamed

The previous stage in the scene you want to affect.

mat

An optional input supplying the material or shader you want to apply to the specified prims. If nothing is connected to the mat input, specify the material or shader to apply using a Scene Graph location in the Material control.

Control (UI)

Knob (Scripting)

Default Value

Function

GeoBindMaterial

Mask

mask_patterns

{lastmodified}

Specifies the mask pattern to match the prim names to affect. The default mask, {lastmodified}, affects whatever was changed by the previous node. A simple way to think of it is that {lastmodified} affects the node above. You can use standard glob-style variables, such as /*, to create masks or use individual prim names separated by spaces. For example, /GeoCube 1 /GeoCard3 affects only those prims.

Tip:  You can also use the cog menu, the Viewer picker, or drag and drop paths from the Scene Graph to create masks.

Material

material_path

none

Assigns a material or shader from the Scene Graph if nothing is connected to the mat input.

Tip:  You can also use the cog menu, the Viewer picker, or drag and drop paths from the Scene Graph to bind materials.