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 |
All roots |
Specifies the mask pattern to match the prim names to affect. The default mask, All roots, defaults to select the top most level Xforms in your scene graph. 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 applies the effect to only those prims. All roots - select the top level Xform(s) in your scene. Last modified - selects whatever the last node modified was. All Cameras - selects all Cameras in your scene graph. All Lights - select all lights in your scene graph. All Meshes - selects all meshes in your scene graph. Custom - sets a custom selection of prims that exist in your scene graph. 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. |