Set Material
Gives geometry its colour and decides how light behaves on it.
colour, color, paint, shader, glass, transparent, glow, emissive, cel shading, wireframe- Category
- Modifiers
- Outputs
- mesh
- Runs live in
- Godot, Roblox
Pick a colour, then pick how the surface should behave. Standard is the everyday choice. Toon draws hard bands of light and shade instead of a smooth falloff, which is the flat low-poly look. Glass genuinely lets light through and bends it, so you can see what is behind the surface. Neon fakes a glow cheaply, while Standard, Phong, Toon and Glass can all carry a real one through Emissive, whose strength is meant to go above 1.
Most of the rows only apply to some of these choices, so the panel changes as you switch. Put this node after anything that writes colour itself, like Color Ramp, and it keeps what that wrote instead of replacing it.
Inputs
| Socket | Type | Wiring |
|---|---|---|
| mesh | geometry |
Parameters
| Name | Type | Default | Available when | What it does |
|---|---|---|---|---|
| materialType | standard | basic | wireframe | phong | toon | glass | neon | standard | always | |
| color | color | #ff0000 | always | |
| colorB | color | #ffffff | always | |
| blend | number | 0 | always | Mixes from Colour towards Second Colour, 0 being all of the first and 1 all of the second. Drive it from something that varies per copy and a scatter comes out in a range of shades rather than one. |
| fade | number | 0 | always | How see-through the surface is, from 0 solid to 1 invisible. This thins the surface out rather than turning it into a lens; for real glass that bends what is behind it, choose the Glass material instead. It survives export as transparency on Roblox and as opacity in glTF. |
| emissive | color | #000000 | always | |
| emissiveIntensity | number | 1 | always | |
| transmission | number | 1 | always | |
| ior | number | 1.5 | always | |
| thickness | number | 0.5 | always | |
| roughness | number | 0.05 | always | |
| showQuads | checkbox | off | always |
Watch out
Fade and Glass are not the same thing. Fade blends a surface away, so at any value you can never see the world bend through it. Glass is a real lens.
Built with this node
- Why you cannot see through glass to another transparent object on RobloxReference
- Combine and cutHow-to
- Materials and appearanceHow-to
- My colour came out flatFix
- Vary copiesHow-to
- When the library is not enoughLearn
- Why some of your colours never reach the screenReference
- Why glow looks weaker on RobloxReference
- Your first graphLearn
- The Same Shape, Different Surfacesteaches this
- An Outline Becomes a Soliduses it
- Bend a Baruses it
- Colour That Follows the Shapeuses it
- Join Partsuses it
- One Node, Many Shapesuses it
- Paint Each Part Before You Joinuses it
- Sit One Thing on Anotheruses it
- Spin an Outline into a Soliduses it
- Throw the Piecesuses it
- demo-campdemoLantern shells are glass with an emissive core inside, so the glow reads through the surface rather than being painted on it.
17 more teaching graphs use it without being about it.
See also
- colorRampColour driven by a field, when one flat colour is not enough. Runs before this node.