Apply materials
There are several ways to apply materials to geometric objects created in or modified by Bifrost. The basic node for assigning materials is assign_material
.
It is important to note that Bifrost does not perform any rendering itself — materials are simply sub-objects of geometry with specially-named properties that can be read and used for display in the viewport, or for rendering by compatible renderers such as Arnold.
Note:
Only one material per object is supported. Materials on collections such as faces are not supported.
Type of material
There are two basic types of material:
- Referenced materials are references to a material that exists in the host scene. Objects imported from the scene automatically include references to their current materials. In addition, you can import scene materials into a graph in the same way as importing geometries.
- Material definitions are collections of properties such as color, transparency, and so on. These properties mirror the settings you might find on a typical shader. There are two nodes for creating material definitions:
standard_surface_mat
andconstant_surface_mat
.
Note:
Material definitions are not supported for volumes.
Priority of materials
Materials are applied in order of priority.
- The default material of the host scene has the lowest priority. Although this material is automatically applied by default when you output a geometry, it does not get used unless there is no other material, such as a material reference on input geometry or a material explicitly assigned in the graph.
- Materials defined on Bifrost geometry have medium priority. This includes automatic material references on input geometry from the host scene, as well as materials assigned using
assign_material
. - Materials (other than the default scene material) that are explicitly assigned in the host scene to the output of a graph have the highest priority. These materials override everything else.