Instancing and materials
These processes create or modify scene data. Connect their scene output to Scene Preprocessor and a scene-aware Render Pipeline to render it.
PBR Mesh
Turn a geometry source into a scene mesh with a PBR material. Connect a primitive, Object loader or compute-generated geometry to Mesh. The output is Scene Out.
Optional Base Color Tex, Metal Rough Tex, Normal Tex and Emissive Tex inputs supply material textures. Color R/G/B/A, Metallic, Roughness, Emissive R/G/B and Emissive strength supply material factors. Position, Rotation and Scale place the resulting scene node.
Sphere → PBR Mesh → Scene Preprocessor → Render Pipeline
Native image loader → Base Color Tex [PBR Mesh]
The source geometry must provide the vertex attributes required by the renderer, including UV coordinates for texture mapping.
Material Override
Modify materials in Scene In without reloading the asset. Mode selects All or By Index; Index is a zero-based material-table index.
Wire replacement Base Color Tex, Metal Rough Tex, Normal Tex or Emissive Tex inputs to substitute image, video or shader textures. Unwired texture inputs preserve the original texture. Enable Use base color, Use metallic, Use roughness or Use emissive to apply the corresponding numeric controls.
Use this after Asset Loader to put a live texture on an imported model. A material can be shared by several objects, so overriding it changes all objects that use it.
Instancer
Repeat a scene mesh using per-instance data. Connect the prototype to Scene In and instance data to Transforms, optionally Colors and Custom. Set Format to match the transform buffer: mat4, trs or translation, and set Count to the number of instances.
The optional Points geometry input can instead provide named attributes: translation/position, transform_matrix and color0. Its vertex count determines the instance count, and the relevant attributes take precedence over the raw buffers.
Position, Rotation and Scale place the prototype before instancing. Per-instance transform chooses Full matrix or Translation only. The scene output carries instance transforms, colors and custom data for the shader to consume.
Use Scene Duplicator for separately addressable copies of a hierarchy with multiple meshes and lights. Use Instancer for large repeated-mesh populations. See Scene tools and Geometry and buffer utilities for constructing the inputs.