Revision Difference
Entity:SetMaterial#526347
<function name="SetMaterial" parent="Entity" type="classfunc">
<description>
Sets the rendering material override of the entity.
To set a Lua material created with <page>Global.CreateMaterial</page>, just prepend a "!" to the material name.
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<note>If you wish to override a single material on the model, use <page>Entity:SetSubMaterial</page> instead.</note>⤶
⤶
<note>Please note that to apply materials to models, that material **must** have VertexLitGeneric shader. For that reason you cannot apply map textures onto models, map textures use a different material shader - LightmappedGeneric.</note>
⤶
If you wish to override a single material on the model, use <page>Entity:SetSubMaterial</page> instead.⤶
⤶
<note>To apply materials to models, that material **must** have **VertexLitGeneric** shader. For that reason you cannot apply map textures onto models, map textures use a different material shader - **LightmappedGeneric**, which can be used on brush entities.</note>
<bug issue="3362">The server's value takes priority on the client.</bug>
</description>
<realm>Shared</realm>
<args>
<arg name="materialName" type="string">New material name. Use an empty string ("") to reset to the default materials.</arg>
</args>
</function>