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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 and constant_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.

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