# Set Material Property

## Overview

![The Set Material Property Node with Two Example Inputs.](https://2561100106-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2Ff6JZovzOqBctA4C1o76u%2Fuploads%2Fgit-blob-ade7de6c26616de26791dd3c0d4f6e075c232ca7%2Fsetmaterialpropertynode.png?alt=media)

The **Set Material Property Node** sets a property, or properties, of a **Material**. These properties are given their defining names in the **Attributes**. The names can be found by hovering over an **Attribute** of any of the **Shading Models** found in the [**Material Editor**](https://docs.incari.com/incari-studio/2023.2/modules/material-editor), copying it, and pasting it here. The **Node** pictured above shows two possible inputs.

Some examples of these property names are:

| Attribute       | Property Name          |
| --------------- | ---------------------- |
| Albedo          | base\_coat\_albedo     |
| Environment Map | environment\_map       |
| Use Alpha       | use\_alpha             |
| Blending        | diffuse\_map\_blending |

[**Scope**](https://docs.incari.com/incari-studio/2023.2/overview#scopes): **Scene**, **Function**, **Prefab**

## Attributes

![The Set Material Property Node Attributes with Two Example Inputs.](https://2561100106-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2Ff6JZovzOqBctA4C1o76u%2Fuploads%2Fgit-blob-fb9b022ff59e7229b756cad87c513a417f889675%2Fsetmaterialpropertyattsreal.png?alt=media)

| Attribute   | Type         | Description                                                                                                                                                                                                                                                                         |
| ----------- | ------------ | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| `Property`  | **String**   | Each `Property Element` is split into two parts, with `Property` being the first. This is the defining name of the **Material** property that will be set. There is an established naming convention which can be found by hovering over the **Attributes** of a **Shading Model**. |
| `Data Type` | **Dropdown** | Each `Property Element` is split into two parts, with `Data Type` being the second. The data type of the property.                                                                                                                                                                  |

## Inputs

| Input             | Type                        | Description                                                                                                                         |
| ----------------- | --------------------------- | ----------------------------------------------------------------------------------------------------------------------------------- |
| *Pulse Input* (►) | **Pulse**                   | A standard **Input Pulse**, to trigger the execution of the **Node**.                                                               |
| `Material ID`     | **MaterialID**              | The ID of the **Material** whose property, or properties, will be set.                                                              |
| `PROPERTY`        | Determined by **Attribute** | A new input will show when one is added in the **Attributes**. Its data type and name will match that set in the the input element. |

## Outputs

| Output             | Type      | Description                                                                                                                            |
| ------------------ | --------- | -------------------------------------------------------------------------------------------------------------------------------------- |
| *Pulse Output* (►) | **Pulse** | A standard **Output Pulse**, to move onto the next **Node** along the **Logic Branch**, once this **Node** has finished its execution. |

## See Also

* [**Get Material Property**](https://docs.incari.com/incari-studio/2023.2/toolbox/incari/material/getmaterialproperty)
