Show piece colors in your material.
Color #
Color is a shader node. Geometry Nodes cannot evaluate shaders, so the constructors write a color onto each piece and the Color node reads it back in the material.
- Select an object and choose Add Component > Shading > Color. It goes into the object’s active material, and creates an “Ordimus Color” material if there is none.
- It is wired into Base Color when that input is free. If Base Color is already connected, wire it yourself.
- Its Fallback starts as the material’s current Base Color, so nothing shifts until a color is written.
To see a color #
- The object needs pieces: a Cloner, Text Generator or Ingestor in the stack.
- A constructor must write a color. Set its Color Mode to Custom or Falloff Color (Random on Random, Shader on Shader) and pick a Color.
- View in Material Preview or Rendered. Solid mode does not show material colors.
Without a written color, Color simply shows its Fallback. The Has Color output tells you whether any color was written.
Remember
Color Mode: Off writes nothing, so the Color node shows its Fallback.
Original material #
No color keeps your material. Pieces the constructors do not affect (weight 0) keep the object’s current surface shader, unchanged. Partial weights fade from the material into the color. This applies to every constructor (Simple, Random, Step and the rest).
Falloff Color works the same way. Clones outside the falloff keep the original material. Clones inside blend through the falloff gradient as the falloff reaches them.
Wiring the Color group #
Wire the Color group for the behavior you want:
- Replace the color: plug your texture or shader color into the group’s Fallback input, and plug the Color output straight into Base Color. Unaffected pieces show the Fallback. Affected pieces show the pure color.
- Tint (keep the texture detail): use a Mix node set to the Color blend mode. A = texture, B = Color output, Factor = the group’s Has Color output. Overlay or Soft Light give other looks.
- Multiply: multiply the Color output into the texture. It always darkens, which is expected.
Example: a brick texture on a grid of tiles. Plug the brick texture into Fallback, and untouched tiles stay brick while affected tiles take the picked color.
Falloff colors #
A Falloff has its own Color panel (Color Mode: Off, Solid or Gradient). With it on, the Falloff writes <Falloff Name> Color, and a constructor picks it up with Color Mode > Falloff Color.
Material #
Add Component > Shading > Material overrides materials on any geometry. It does nothing until an Override is ticked.
| Option | What it does |
|---|---|
| Override All | Gives every selected face the Material below. Optionally only one Slot |
| Override Front, Back, Shell | Separate materials for the front face, back face and side walls |
Front, Back and Shell need region data, which comes from the Text Generator or an extruded rig.