Applies a material to objects
This can assign the material to the top level objects, but also to their children.
This node can also be used to process input materials, without assigning a new one. This can be useful when processing a geometry imported from a File SOP. You may want to swap textures, in which case you could swap the emission texture to the color one. This would allow you to use a mesh basic material, which would be faster to render.
|group||string||group to assign the material to|
|assignMat||boolean||toggle on to assign the new material|
|material||node_path||the material node|
|applyToChildren||boolean||toggle on to also assign the material to children|
|cloneMat||boolean||Cloning the material would prevent the material node to have any effect on the processed geometries. But it would allow to have multiple materials, if this was used with a Copy SOP for instance|
|shareUniforms||boolean||while cloning the material, you may only want to change basic properties (such as depthWrite or transparent), but you would want to still use the same uniforms|
|swapCurrentTex||boolean||swap one texture with another|
|texSrc0||string||texture to swap|
|texDest0||string||texture to swap|