Builtin Library
README.md
geometry.set_material
Attach a material to a geometry. The shape is the input's own; only the material differs. The material is what a material node answers (material.pbrMat, material.shader, io.import of a .material) or a reference to a material asset; the record kind it names is stated on the detail attribute records. io.output draws the geometry with it and io.export saves it with the mesh.
Inputs
geometry(Geometry). What the material is put on. A copy carrying it comes out, and the wired value keeps whatever material it already had.material(Points or AssetRef<material>, optional). The material to attach, writtenasset.resolve("<identity>", "material")for an asset. Left out, the geometry keeps the material it has.
Outputs
geometry(Geometry). The geometry carrying the material.
local red = g.material.pbrMat({ baseColor = { 1, 0.1, 0.1, 1 }, roughness = 0.4 })
local ball = g.geometry.set_material({ geometry = g.mesh.sphere({}), material = red })