I know how to use the Set Material node, so not asking how to do that. Attached is example, of how I’m currently setting materials - I put the node in there, and then fill in the field in properties to make the geometry use whatever material I type.
But quite often, I want the geonode to just use the material that is already assigned to the base input object. In the image example, the assigned material is noted in Cyan. I want the geonode to use “whatever” material is in that slot… not have to re-assign it every time.
Haven’t found a way to tell the geo nodes - “see that material I’ve already assigned to the object? Use that one”. Am I overlooking the obvious, or is it just not possible because it can’t look upstream?
AFAIK geometry nodes actually very good at… geometry… but no so nice on materials… only the “input” geomety does have the “defeult” materal on slot 1… ever Joined Geometry has… nothing…
Set Matrial
Replace Material
Material Selection
do all have a material to set and don’t have the one on slot1 as default. And something like
Object Info
SelfObject
are also not very helpfull…
IDK if this on devtalk is something in the right direction ( at least it says exactly what you are usinf … and TBH i mau not understand the rest completely )
Your answer is correct, to my poorly worded question… i had a feeling I was going to word it badly, and I did.
I’ll try to word it better -
Specifically, in the image: I’m using the material “detail assign” to make a selection in the nodes, and then scatter objects to that selection. That works fine. But, I don’t want the roof to actually BE red… I want it to be the grey edgewear color.
So, basically - I’m trying to assign the red material, but then in the geonode - after I scatter everything - reassign the “you’re red” faces to “now you’re grey”.
I can pull the original selection, then if the set mat is BEFORE the join, do the index override. Thanks ever so much, this little puzzle had been a splinter in my mind for a while now.