Replace object-linked materials feature
#99996
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opened 7 months ago by HooglyBoogly
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34 comments
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main
temp-sculpt-dyntopo
refactor-mesh-face-generic
blender-v3.3-release
refactor-mesh-corners-generic
refactor-mesh-sharp-face-generic
gpencil-new-data-proposal
overlay-next
temp-sculpt-roll-mapping
sculpt-dev
tmp-volume-matrix-api-update
tmp-eevee-shadow-commit-mp
universal-scene-description
cycles_path_guiding
temp-vulkan-descriptor-sets
tmp-eevee-shadow-commit
temp-angavrilov
asset-shelf
brush-assets-project
tmp-workbench-rewrite2
temp-T101739-fix-seam-bleeding-non-manifold
tmp-mak-012623
temp-bundled-assets
asset-lite-greasepencil
temp-pbvh-split
temp-pbvh-texpaint-automasking
microfacet_hair
tmp-worbench-rewrite2-optimizations
temp-offset-array-ref
blender-v2.93-release
blender-projects-basics
temp-pbvh-seam-texturing-tweaks
temp-nodes-group-declarations
refactor-mesh-sharp-edge-generic
temp-asset-library-all
refactor-mesh-uv-map-generic
refactor-mesh-position-generic
temp-T102440
temp-rbf-pose-blender
geometry-nodes-tetrahedralization
nodes-matrix-types
temp-xr-painting
blender-v3.4-release
geometry-nodes-simulation
bli-matrix-template
temp-linux-35x-libs
refactor-mesh-corner-normals-lazy
temp-py-gpubatch-draw-advanced
xr-dev
temp-vulkan-shader
bevelv2
soc-2022-soft-bodies
arcpatch-D16436
tmp-dynamic-usd
temp-image-engine
tmp-vfx-platform-2023
soc-2022-many-lights-sampling
tracking_tools
nla-scale-fix
principled-v2
temp-ui-cpp
temp-ghost-vulkan
tmp-libs-2.93-lts
temp-T97352-3d-texturing-seam-bleeding-b2
temp-xr-virtual-camera-experiment
temp-vse-retiming-tool
gpencil-next
temp-sculpt-brush-channel
asset-browser-grid-view
temp-asset-representation
temp-gpencil-automask
tmp_libs_34
temp-T101905-gpu-backend-argument
node-add-asset-menu
temp-collection-objects-link-multiple
temp-texture-painting-gpu
tmp-workbench-perf-experiment
tmp_usd_import_unbound_mtls
tmp-drw-split-matrix
temp-sculpt-normals-masking
temp-sculpt-cavity-mask
temp-pbvh-vbos
tmp-usd-alab-v2-T100452
refactor-mesh-selection-generic
temp-T96708-brush-texture-refactoring
temp-chunk-list
feature-imformat
temp-geometry-nodes-evaluator-refactor
refactor-mesh-bevel-weight-generic
temp-chunked-list
temp-outliner-new-element-storage
refactor-mesh-remove-pointers
soc-2022-text-usability
refactor-mesh-material-index-generic
drw-manager-next
refactor-mesh-hide-generic
blender-v3.2-release
sculpt_curve_collisions
temp-anim-editors-redo-panel-D14960-D14977
retopo_transform
temp-libepoxy
temp-T99046-platform-reference-images
geometry-nodes-rigid-body-integration
file-browser-grid-view
temp-legacy-mesh-format-option
arcpatch-D14645
soc-2022-waveform-drawing
temp-T95933-object-mode-curve-selection
temp-deform-curves-on-surface
cycles_oneapi
temp-viewport-compositor-merge
temp-texpaint-automasking
temp-deform-curves-with-surface
asset-greasepencil
temp-T99046-render-test-increase-fail-threshold
temp-T98708-gpu-conservative-depth
lineart-shadow
temp-lineart-contained
cleanup-id-override-const
temp-T98375-share-gpu-textures
wintab
temp-T97352-3d-texturing-seam-bleeding
temp-T97905-compositor-meta-data
lineart-cas-2
temp-T97272
temp-T97907-compositor-meta-data
temp-T96952
tmp-usd-mak-c87f6242
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draw-deferred-compilation-experiment
soc-2021-porting-modifiers-to-nodes-remesh-voxel
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temp-mesh-cpp
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temp-T96710-pbvh-pixels
tmp-new-gpu-codegen
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temp-collection-assets
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soc-2021-curves
blender-v3.1-release
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eevee-rewrite
temp-library-overrides-outliner
cycles_hydra
temp-3d-texturing-brush-b
temp-abc-features
tmp-transform-navigate
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soc-2021-porting-modifiers-to-nodes-remesh-blocks
temp-3d-texture-brush-prototype
temp-fix-normals-custom-data
viewport-compositor
bli-math-basic-types
soc-2021-simulation-display
greasepencil-object
temp-license-header-spdx
KTX_support
gsoc-2021-porting-modifiers-to-nodes-solidify
2d
gltf_vtree
soc-2021-porting-modifiers-to-nodes-decimate
temp-T95279-remap-referenced-data
temp-gpu-image-engine
tmp-eevee-rewrite-compilation-error
draw-viewport-data
temp-T94900-b
temp-T94900-gpu-viewport-default-layers
temp-T94185-id-remapper-ui
tmp-workbench-shader-create-infos
blender-v3.0-release
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tmp-T95052
tmp-gpu-polyline-shaders
tmp-gpu-shader-descriptor-2
temp-usd-prev-export2
tmp-core-id-remap-test-cases
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tmp-vector-template
drw-gpu-wrapper
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temp-T94185-id_remapping-experiment-a
temp-llvm-testing
nurbs-opencascade
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soc-2021-uv-edge-select-support
T93558
temp-gpu-texture-partial-updates
gpu-shader-descriptor
temp-geometry-nodes-text
tmp-vulkan
temp-T90535-usd-alab-material-import
node-tree-update-refactor
temp-sample-sound-node
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studio-sprite-fright
temp-cycles-source-reorganize
asset-browser-snap-dragging
temp-python-zstandard
soc-2021-porting-modifiers-to-nodes-merge-by-distance
temp-compositor-cleanups
temp-eevee-gpencil-rewrite
temp-vse-handles
temp-ui-tweaks
xr-controller-support
temp-node-common-cpp
temp-varray-get-set-multiple
soc-2021-uv-editor-improvements
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cycles-x
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soc-2021-curve-fillet
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temp-socket-decl-refactor
fluid-mantaflow-gpu
soc-2021-vse-strip-thumbnails
temp-noise-nodes-cpp
temp-compositor-canvas
T90952
temp-parallel-multi-function
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grab_walk_fix
soc-2021-adaptive-cloth
temp-geometry-nodes-fields--fields-jacques
temp-cpp-ghc-filesystem
temp-geometry-nodes-fields--fields
temp-geometry-nodes-fields--anonymous-attributes
refactor-idprop-ui-data
compositor-full-frame
temp-runtime-node-def
temp-geometry-nodes-fields-prototype-visualization
temp-geometry-nodes-fields-prototype
temp-multi-function-procedure
soc-2021-porting-modifiers-to-nodes_all
cycles_texture_cache
experimental-build
cycles_procedural_api
soc-2021-porting-modifiers-to-nodes-extrude-and-move
soc-2021-porting-modifiers-to-nodes-extrude
temp-geometry-nodes-expandable-geometry-socket-prototype
fluid-mantaflow-2d
windows_make_docpy
usd-importer-T81257-merge
nodes-update-readonly-tag
geometry-nodes-closest-points
tmp-buildbot-gcc-10
soc-2021-geometry-nodes-regression-test
node-group-single-socket-nodes
curve-nodes-modifier
temp-geometry-nodes-curve-sample
geometry-nodes-unnamed-attributes
temp-nodes-intersect-alt-key
tmp_arcpath-D11868
refactor-vertex-group-names
temp-gpencil-bezier-stroke-type
temp-gpu-uniform-builtin-structs
wintab_fallback_walknav
temp-socket-inspection
temp-long-link-dimming
fixed_width_integers
lineart-bvh
temp-gpencil-camera-reproject
temp-gpu-push-constants
temp-attribute-processor
temp-cpp-type-cleanup
temp-geometry-nodes-curve-deform-node
wintab-logging
fix-tablet-walk
geometry-nodes-raycast
temp-spreadsheet-row-filter
lineart-fn-cached
temp-compact-node-prototype
asset-browser
geometry-nodes-curve-to-points-node
node-editor-edge-pan
eevee-gpencil
asset-system-filelist
temp-geometry-nodes-viewer-node
lineart-fn-thread-loading
tmp-buildbot-cleanup
temp-gpencil-masking
temp-ffmpeg-4.4
temp-attributes-panel
profiler-editor
FixT87160_DSE_Channel_Selection
temp-interface-cpp
geometry-nodes-curve-support
info-editor-cpp
temp-attribute-transfer-node
virtual-array-attributes
temp-pose-slide-D9054
spreadsheet-active-node
ui-asset-view-template
temp-node-tree-pages-prototype
override-outliner-view
temp-geometry-nodes-processor-prototype
temp-any-instead-of-variant
temp-unreachable-abort
temp-spreadsheet-instances
temp-geometry-nodes-instances-api-v2
temp-geometry-nodes-instances-attributes
geometry-nodes-mesh-primitives
temp-asset-tools-prototype
temp-geometry-nodes-mesh-primitive-line
lanpr-under-gp
temp_D10504-2_nla_keyframe_remap_upper_strips
blender-v2.92-release
usd-importer-T81257
temp-spreadsheet-editor-python-prototyping
temp-spreadsheet-editor
override-refactor-tmp-2
temp-derived-node-tree-refactor
T85799
tracking_scopes
temp-icons-fixes
temp_D10504_nla_keyframe_remap_upper_strips
temp-weight_mirror
temp_T76472_graph_editor_fcurve_extrapolation
eevee-closure-lib-cleanup
eevee-dof-refactor
eevee-probe-roughness-fix
eevee-ggx-lut-fix
df0bce3f7d0
temp-geometry-nodes-instances-api
tmp-ocio-v2
temp-nodes-redesign
tracking_proportional_editing_v2
blender-v2.91-release
temp-uv-face-select-no-thresh-when-inside
temp-D10103-nla_support_strip_overlap_during_transform
fracture_modifier
temp-point-distribution-refactor-experiment
temp-experimental-cpp-math-refactor
vfx-clip-ui-update
tmp-T82230-nla_remove_hold_reset_behavior
temp-D8687-directly_select_fcurves
geometry-nodes
soc-2020-testing-frameworks
geometry-nodes-point-separate-node
temp-nla-strip-alignment
temp-atomics-int16
geometry-nodes-deduplicate-float-math
asset-metadata
geometry-nodes-active-modifier-drawing
attribute-accessor
geometry-nodes-attribute-nodes
temp-T82588-box-select-invisible-keys
greasepencil-edit-curve
codesign_error_tracker
outliner-cpp-refactor
temp-fix-headerless-panels-switch-windows
temp-gpencil-fading-modifier
temp-D8915-copy-rotation-remove-sheer
geometry-nodes-boolean-node
temp-T81874-box-select-active-keyframe
geometry-nodes-transform-node
temp-trimesh-sculpt
geometry-tree-evaluation
fcurve-modifier-panels
temp-fcurve-key-insert-follow-curve
temp-fcurve-active-keyframe-D7737
mesh-to-volume-modifier
blender-v2.90-release
soc-2020-fluid-tools
property-search-ui-v2
tmp-T80603
soc-2020-greasepencil-curve
tmp-gldebuglayer
tmp-gltexture
soc-2020-custom-menus
active-fcurve-keyframe
soc-2020-soft-body
newboolean
fail-on-memleak
soc-2020-outliner
soc-2020-production-ready-light-tree-2
soc-2020-info-editor
property-search-ui
temp-ui-button-type-refactor
soc-2020-production-ready-light-tree
particle-solver-dev
tmp-gpu-context-isolation
soc-2020-xr-input
temp-remesh-octree
mac_arm64
tmp-eevee-glsl-cleanup
tmp-pointcloud-render
buildbot-lts
asset-engine--archived
asset-uuid--archived
eevee-motionblur-object
modifier-panels-ui
temp-cycles-tbb
wm-drag-drop-rewrite
temp-lanpr-review
gsoc-2018-many-light-sampling
tmp-eevee-material-refactor
tmp-widget-opti
tmp-texture-sampler
xr-world-navigation
blender-v2.82-release
node-tree-ref
simulation-access-modifier
blenloader-decentralization
temp-test-point-cloud-simulation-depsgraph-integration
functions
builtin-simulation-nodes
performance-test
obj-import-experiments
soc-2019-openxr
vr_scene_inspection
blenloader-api
tmp-workbench-rewrite
id-ensure-unique-memory-address
simulation-tree
greasepencil-refactor
draw-colormanagement
temp-gizmo-decoupled-redraws
fluid-mantaflow
blender-v2.81-release
tmp-overlay-engine
soc-2019-bevel-profiles
temp-npr-gpencil-modifiers
soc-2019-npr
temp-gpencil-drw-engine
soc-2019-embree-gpu
temp-npr-smooth-contour
temp-lanpr-staging
filebrowser_redesign
tmp-eevee-shadowmap-refactor
vamr-openxr-module
sculpt-mode-features
soc-2019-adaptive-cloth
tmp-drw-callbatching
soc-2019-outliner
soc-2019-cycles-procedural
temp-D5423-update
temp-vr-draw-thread
blender-v2.80-release
tmp-batch-cache-cleanup
soc-2019-fast-io
temp-toolsystem-multiwindow
blender2.7
collada
soc-2018-npr
temp-keymap-industry-compat
temp-fracture-modifier-2.8
temp-dna-rename
userpref_redesign
hair_object
motion_curve_fix
collada2.8
cycles_embree
interactive_physics
temp-ui-layout-2.8
cloth-improvements
soc-2018-cycles-volumes
hair_guides_grooming
hair_guides
benchmark
soc-2018-bevel
soc-2018-hair-shader-fixes
temp-udim-images
soc-2018-hair-shader
temp-volume-object
cycles_cryptomatte
temp-eeveelightcache
temp-tab_drag_drop
temp-keymap-save
temp-dynamic-overrides
fracture_modifier-master
ui_layout_gridflow
temp-keymap-changes
tmp-CollectionsAnim
tmp-b28-motionpath-drawing
uv_unwrapping_slim_algorithm
blender-v2.79b-release
tmp-COW_InsertKeyframe_Fix
temp-unified-collections
temp-modifier-rm-cddm
tmp-TimelineHeaderButtonsStretching
blender2.8-workbench
soc-2017-normal-tools
cycles_bvh8
blender-v2.79a-release
temp-scene-obedit-remove
temp-workspace-object-mode-removal
blender-v2.79-release
soc-2017-sculpting_brush
split-kernel-faster-building
id_override_static
openvdb
custom-manipulators
soc-2016-uv_tools
soc-2016-pbvh-painting
soc-2017-vertex_paint
soc-2017-sculpting_improvements
soc-2017-package_manager
strand_editmode
smooth-fcurves
id_copy_refactor
gsoc2016-improved_extrusion
temp-ssr
temp-cycles-opencl-staging
temp-cycles-denoising
ge_2df_textures
HMD_viewport
soc-2016-multiview
transform-manipulators
datablock_idprops
cycles_disney_brdf
temp_cycles_split_kernel
cycles_split_kernel
unlock_task_scheduler
uv_unwrapping_slim_and_ceres
surface-deform-modifier
cycles-tiles-rework
soc-2016-cycles_denoising
temp-layers-ui-table
uiTable
render-layers
clay-engine
multi_previews_id
cycles_disney_bsdf_transmittance
layers
pbr-viewport
temp_display_optimization
viewport_bvh_select
temp-cycles-microdisplacement
soc-2016-cycles_images
strand_nodes
object_nodes
asset-experiments
soc-2016-sculpt_tools
temp_viewport_fx_merge
custom-normals-bmesh
temp-decklink
compositor-2016
decklink
BendyBones
cycles_panorama_experiments
temp_remove_pointcache
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temp_depsgraph_split_ubereval
temp_textedit_comment_toggling
GPencil_Editing_Stage3
temp_bge_moto
UI-experiments
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missing-libs
free-refcount-ids
cycles_camera_nodes
epic-navigation
temp-ui-widget-refactor
gooseberry_farm
gooseberry
temp-ghash-experiments
temp-ghash-setops
temp_motionpaths
fcurves-simplify
soc-2014-fluid
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multiview
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texture_nodes_refactor
input_method_editor
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soc-2013-cycles_volume
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soc-2013-depsgraph_mt
soc-2013-dingto
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tile
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Materials linked to objects have some issues:
Because of that, it would be best to remove the feature and replace it with something more generic.
Most workflows are already possible with nodes like the "Replace Material" node, but we have to be able to replicate the behavior exactly in order to version the feature away. There are a few options:
Changed status from 'Needs Triage' to: 'Confirmed'
Added subscriber: @HooglyBoogly
Added subscriber: @mod_moder
Added subscriber: @aras_p
Added subscriber: @howardt
This would certainly simplify some code and simplify the understanding of what goes on with materials (speaking as someone who struggled a bit to understand the code dealing with the two material systems), so I hope this happens.
Would this also remove the need to "scan the whole world" whenever setting a material on a mesh data object? If so, yes please.
I could try implementing this todo, if someone would decide which one of the "There are a few options" approaches is best.
Yes, it should, since objects wouldn't have a material array that needs to be resized anymore (For reference:
94323bb427)That would be great! At least options 1 and 3 should be relatively straightforward I think. But maybe people have other options too, that's just what I came up with in a few minutes of thinking.
I added it to the agenda for tomorrow's geometry nodes sub-module meeting, though it could make sense to discuss it elsewhere too.
Added subscriber: @guitargeek
I've used object-level materials with library overrides quite a bit recently as it's one less step for overriding a material. This type of change would definitely need to have a nice update functionality for old files.
Added subscriber: @JacquesLucke
Added subscriber: @RedMser
Added subscriber: @mont29
@mont29 The point about library overrides is one thing that's not clear to me.
Do you think it is possible to version library overrides from object to modifier properties?
@HooglyBoogly it should be possible yes, although it may be a bit tricky (hard to tell for sure before trying).
Added subscriber: @valera-8
Option 1 and 2 is great
Added subscriber: @Grady
Just a couple of points of feedback for consideration as someone who uses the Object-Linked Materials regularly in my workflow to setup material variations of objects in scenes.
Options outline:
With a modifier based approach outlined above, the per-object material properties would be located in the modifier tab, which isn't ideal from a UX perspective.
The biggest disadvantage of this approach however is that it would not be possible to use the 'Link/Transfer Data -> Link Materials' operator to transfer a set of Object-Linked Materials from one object to another. The per object materials would be located in a modifier.
So you would need to use the 'Link/Transfer Data Copy Modifiers' operator instead. But this would copy across all the other modifiers as well, and in addition, replace the existing modifier stack of the target object.
As someone who uses the Object-Linked Materials feature regularly, in my experience, this is rarely what I would what, as most objects have their own unique modifiers as well, such as boolean modifiers for unique cutting shapes per each object.
So either the entire modifier stack would have to be copied, and then altered. Or the material set modifier would need to be modified manually, setting possibly a dozen or more materials by hand to copy across a material set.
This would be considerably more time consuming than the current workflow.
With regards to this, would it be possible to maintain the current UI where what amounts to effectively a 'material override' for an object's slot is still visually located in the material properties tab? From a UX perspective it would be probably best to keep material related settings in that location.
Effectively, yes ditch the current underlying technical implementation of how this works, and replace it with a new implementation, but keep the UI entirely as is? And under the hood, the 'Object-Linked' materials could be transparently effectively adding a material modifier that you just can't see.
This would allow for easy transition of files from one system to the next with a straight 1 to 1 conversion from the old system to the new system, and keep modifiers and per-object materials separate.
Thanks for giving your detailed thoughts, it's helpful.
I could see that, but I think it makes sense the other way around too, once you view the modifier stack as "everything that changes the data from the original".
The modifier would be replacing some materials from the original mesh with a different set. To me that fits well.
I think this section of your comment misses that we have the "Copy to Selected" feature on modifiers for exactly this purpose. If needed we could expose that elsewhere too.
{F13338201 size=full}
I could see that being a compromise, a way to solve the performance problems. But in the long term I think it's a bad idea for the technical design to differ so much from what we show in the UI.
I also think it misses out on the conceptual simplifications we get from separating "original data" from "changes during evaluation".
For newer users, object-linked materials are confusing because of these fuzzy boundaries.
So personally I'd still push for the long term clarity and embracing a more procedural workflow.
Added subscriber: @zeauro
Object linked materials are filling the desire to change mesh data without modifiers, just by a relinking of another mesh datablock, without changing materials.
We could change UI to assume that material list in material tab is only mesh data, by default.
And add a material overrides list in a dedicated panel in Object properties tab.
Material slot, in material tab, would be greyed out. And material name replaced by an object icon in material list.
Properties and Shader Editor behaviour would not change.
Just the indication of use of object linked material would be more obvious.
There would be no ambiguity. Mesh data would be modified by GN.
And object properties could override result of GN, or be ignored if there are GN.
I am not sure what choice would be the more pertinent, here.
Ideally, material list in material tab should be dynamic and reflect changes.
At the moment, GN are changing material slots, material list in material tab should adapt.
Added subscriber: @AlexeyAdamitsky
Added subscriber: @Rawalanche
Currently, materials can not be edited with the material editor unless they are assigned to an object which is selected. Would this change address that as well? Or would it have the same behavior as before, with the exception that you would not only need to have an object selected, but also have material assignment modifier present on that object?
Added subscriber: @kursadk
The problem with the geonodes solution is that now the user has to look in multiple places to figure out what the object's material evaluation is.
Thankyou for your response, I appreciate you offering your time to hear me out.
The only issue with this is that 'Copy to Selected', would add an additional modifier to the other selected objects wouldn't it? Rather than replace it?
Just to give some perspective on where I'm coming from, please allow me to give some context in the ways in which I use this functionality:
I use Blender for a furniture manufacturer, it's our main tool for rendering product images of furniture for corporate offices for all our marketing material. I have libraries of their furniture products, their furniture ranges can be quite large, here's one such range:
That above is just one product called "Haven", a modular lounge range.
My uses for Blender include bulk rendering images of every item of furniture in a range in a consistent matching fabric colour scheme, and using the 3D models in realistic virtual office interiors to create insitu images of their products. There are situations where I may have literally hundreds of items of furniture in a scene which consists of several floors of an office.
The products themselves often have modifiers on them, as some of them are procedural (sometimes with geometry nodes), or some simply are too high poly to be viewed in their HQ form in the viewport, so they have modifiers which present them as low poly models in the viewport.
To keep things easily editable for fast workflow, when I'm setting up renders of products, I link back to the original model in it's blend file and use a link instead of appending many copies everywhere. To save on disk space and also to make it easy to update products once and see those changes reflected in all our renders.
I also deliberately use the same material slot indexes on each item of furniture in a range for to use the 'Link Materials' functionality to it's fullest.
The 'Link Materials' operator comes in handy then when for example, I need to take an swap all the materials of all the furniture units in an office from one colour scheme (say black and red) to another (blue and green) at once. By selecting just one item, changing it's materials, then selecting all the furniture in the scene with the same material slot layout, I just use 'link materials' to copy the material choices onto all of them at once.
To this proposed change of removing object-linked materials at least in it's current form, my two options would be:
Link Modifiers: I would lose the modifier setups of all the other objects in the process, so I can't use that, it would take longer to add them back than the time saved of doing everything in bulk.
Copy to Selected: The sticking point with this one is that it would 'add' a modifier to all the other furniture rather than replace. So I would have to go through each object manually then after that, find the old material replacements modifier I was using and delete it, otherwise I would have two on each object. Not an issue as such as long as the final one is the only one which counts, but if I need to change materials on objects enough times and repeat the process, eventually I'll have a whole stack of material replacement modifiers on each furniture object.
Geometry Nodes: Make a custom geometry node group that has the material replacements hard coded into it (couldn't be inputs because those are per-object), so I can link those replacements across the whole scene, then I would only need to edit one geometry node setup once for all objects using it. This would be better than the above options I guess but a lot more setup for each scene just to achieve something I'm already doing now with built in functionality.
I appreciate that my specific use case shouldn't be the deciding factor here or isn't the most important thing here, but for me at least, removing this functionality would mean a step backwards right now in terms of my workflow/speed.
...
Unless there was some way of replacing or updating that specific modifier on all objects at the same time?
Lets say you go with this idea:
And hypothetically we have a modifier called 'Override Materials', that takes a list of material replacements.
[ "Wood" ] -> [ "Metal" ]
You could duplicate the existing functionality right now of object-linked materials by just adding one operator:
"Set Override Material"
It could be a button somewhere in the material properties tab.
So lets say I want to replace all the 'wood' materials on selected objects with metal, I could select the objects, and click that button.
It could present a simple dialog box, that lets you pick a material 'wood', and pick a material to replace it with 'metal', and click 'add'.
Then for every object selected, if the object already has a 'Override Materials' modifier, it could use the existing modifier and update the replacement as specified by the user.
(If the modifier takes an arbitrary number of replacement slots there's no logical need to have more than one anyway right?)
If the object doesn't have the modifier already, it could be added first.
Maybe throw in a 'Clear Override Materials' to quickly remove the modifier from any selected objects as well.
That would still make it possible to bulk set per-object material replacements in a few clicks, while ditching the old system, and gets the UI close what's happening under the hood.
Would that work?
Added subscriber: @scurest
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Okay, it need very good design.
Modifier is not a case. May be modifier from ready list with list of materials. So the same appearance as current material list.
Okay, here is an idea with minimal difference for user and even better result:
Materials list.
Some materials slots can be overriden.
Option button can switch to original list, so that will allow to see materials on the initial mesh.
Remove object-linked materialsto Replace object-linked materials feature 3 months ago