Fill
Fill with a colour, texture, or field, with control over mapping, tiling, and blend. With the input disconnected the node outputs a material; with a collection wired in it writes @material onto every row.
What it does
Fill behaves two ways depending on what is wired into its input. With Input disconnected, or with a colour, image or field wired in, Fill authors a material: pick a fill colour or texture, set how it maps onto a surface, and the node outputs a material for any shape's fill port. Wire geometry or points in instead and Fill switches to modifier mode, stamping that same material onto every element as a per-element attribute, overriding whatever fill the geometry already had.
Offset, Scale and Rotation shape how the texture sits on the surface. Mode chooses the projection: Object fills each shape's own bounds, World keeps the texture continuous across the scene, Screen locks it to the viewport, and Triplanar blends three axis-aligned projections by surface normal, which covers shapes with no UVs.
When to use it
A reusable material authored from a colour, texture or field: leave Input disconnected and wire the swatch or a texture into Fill.
Swapping or overriding the material on existing geometry: wire the geometry into Input and pick the new fill.
A texture that tiles, scrolls or rotates across a surface: Offset, Scale, Rotation.
Glowing, additive overlapping elements such as particles and sparks: set Scene Blend to Add or Screen.
A shape with no UVs, or a continuous wrap on an organic surface: Mode to Triplanar.
| Parameter | Type | Default |
|---|---|---|
input | OneOf([Collection, Color, FieldOf(Color), ColorArray, Field, Material, MaterialArray]) | — |
fill | OneOf([Color, FieldOf(Color), Field]) | rgba(1.00, 1.00, 1.00, 1.00) |
mode | String | "Object" |
offset | Vec2 | (0, 0) |
scale | Vec3 | (1, 1, 1) |
rotation | Vec3 | (0, 0, 0) |
blend_sharpness | Number | 4 |
wrap_mode | String | "Repeat" |
blend | String | "Replace" |
scene_blend | String | "Over" |
strength | Number | 1 |
Gotchas
Blend Sharpness does something only when Mode is Triplanar, where it controls how soft or hard the transition is between the three blended projections. It has no effect in the other mapping modes.
Fill is dual-mode based on what is connected to Input, not on a separate toggle. Wiring a Collection (geometry or points) puts it in modifier mode and reveals the Fill swatch. Wiring a colour, texture, field or material, or leaving Input empty, puts it in builder mode and hides the Fill swatch, because the Input connection is then the fill source.
Blend controls how the texture mixes with the fill colour. Scene Blend is a separate, later stage: how the filled result blends against whatever is behind it in the scene, Over for normal compositing, Add or Screen for glow. Check both when a fill looks right in isolation but composites wrong.
Worked example
Add a Fill node with Input disconnected, and pick a colour or wire a texture into Fill.
Set Mode to Object so the texture fills each shape's own bounds, then raise Scale to tile it.
Wire the Fill node's output into a shape's fill port, or wire a Collection into Input instead to stamp the same material onto existing geometry.
See also
UV · Mask · Normals · Colour fields