Linking Materials ignores Object or Data preference of source #52484

Closed
opened 2017-08-21 20:45:44 +02:00 by William Schilthuis · 6 comments

System Information
Windows 7 Enterprise x64 with AMD Radeon R9 200 series
Windows 10 Pro x64 with Nvidia GTX 760

Blender Version
Broken: 2.79 RC 5e9132b
Broken: 2.78b 3c04373

Short description of error
Linking Materials between two meshes takes the assignment preference of the destination mesh instead of the source mesh (Also ignores the preference under Prefs > Editing > Link Materials To).

This appears to be caused by the behavior of adding a new material slot to meshes with empty material slots. When a new material slot is added the default link (Object or Data) is dependent on the state of the mesh, even when Object Mode is active.

Exact steps for others to reproduce the error

  • New scene, delete the default cube and create two new cubes
  • On one cube, enter edit mode and select one face, exit edit mode. rename to "cube_data"
  • Rename unedited cube to "cube_object"
  • Complete the steps above, or load the attached .blend to start here
    test_ref_model.blend
  • Select the "cube_data" cube, add a new material slot (notice new material will be linked to Data)
  • Select the "cube_object" cube, add a new material slot (notice new material will be linked to Object)
  • Assign or create a material for the first slot for "cube_object"
  • Link materials from cube_object to cube_data by selecting "cube_data", then shift-selecting "cube_object", and use ctrl+L > Make Links > Materials

Notice that "cube_data" now has the material linked to its Data instead of as Object.

This behavior creates problems:

  • When using linked libraries of mesh data (from another blend file) because materials can only be assigned to Objects. Link-assigning materials appears fine on rendering but fails to keep the assignment when reloading the file.
  • When trying to assign one material to multiple objects with ctrl+L as above, because it is unknown how the material will be linked.

Other notes:

  • I'm not sure if/how this should be handled with multiple material slots. In my case I want to assign one material to many objects, as object assignments, without the need to check each object if its first material slot defaults to Object mode.
  • I can write a separate report for linking external blend files if requested.
  • This seems similar to but different from: https://developer.blender.org/T23805
**System Information** Windows 7 Enterprise x64 with AMD Radeon R9 200 series Windows 10 Pro x64 with Nvidia GTX 760 **Blender Version** Broken: 2.79 RC 5e9132b Broken: 2.78b 3c04373 **Short description of error** Linking Materials between two meshes takes the assignment preference of the destination mesh instead of the source mesh (Also ignores the preference under Prefs > Editing > Link Materials To). This appears to be caused by the behavior of adding a new material slot to meshes with empty material slots. When a new material slot is added the default link (Object or Data) is dependent on the state of the mesh, even when Object Mode is active. **Exact steps for others to reproduce the error** - New scene, delete the default cube and create two new cubes - On one cube, enter edit mode and select one face, exit edit mode. rename to "cube_data" - Rename unedited cube to "cube_object" - Complete the steps above, or load the attached .blend to start here [test_ref_model.blend](https://archive.blender.org/developer/F720738/test_ref_model.blend) - Select the "cube_data" cube, add a new material slot (notice new material will be linked to Data) - Select the "cube_object" cube, add a new material slot (notice new material will be linked to Object) - Assign or create a material for the first slot for "cube_object" - Link materials from cube_object to cube_data by selecting "cube_data", then shift-selecting "cube_object", and use ctrl+L > Make Links > Materials # Notice that "cube_data" now has the material linked to its Data instead of as Object. This behavior creates problems: - When using linked libraries of mesh data (from another blend file) because materials can only be assigned to Objects. Link-assigning materials appears fine on rendering but fails to keep the assignment when reloading the file. - When trying to assign one material to multiple objects with ctrl+L as above, because it is unknown how the material will be linked. Other notes: - I'm not sure if/how this should be handled with multiple material slots. In my case I want to assign one material to many objects, as object assignments, without the need to check each object if its first material slot defaults to Object mode. - I can write a separate report for linking external blend files if requested. - This seems similar to but different from: https://developer.blender.org/T23805

Changed status to: 'Open'

Changed status to: 'Open'

Added subscriber: @WilliamSchilthuis

Added subscriber: @WilliamSchilthuis

Added subscriber: @SteffenD

Added subscriber: @SteffenD

Added subscriber: @mont29

Added subscriber: @mont29

Changed status from 'Open' to: 'Archived'

Changed status from 'Open' to: 'Archived'
Bastien Montagne self-assigned this 2017-08-26 16:01:34 +02:00

This is indeed very old code and its limitation, kind of similar issue as blender/blender-addons#23805. Not a bug, rather a TODO, added your report to the note there: https://wiki.blender.org/index.php/Dev:Source/Development/Todo/Tools#Materials.

This is indeed very old code and its limitation, kind of similar issue as blender/blender-addons#23805. Not a bug, rather a TODO, added your report to the note there: https://wiki.blender.org/index.php/Dev:Source/Development/Todo/Tools#Materials.
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Reference: blender/blender#52484
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