- 2020-09-17 at 4:59 pm #32985
I’m searching now on how to accomplish this, and may find how before answered,
But just asking in case I don’t…
I am generating new plane objects, then applying a pre designed blender material to them.
I am renaming each material to be an iterated name, ie: Mat_001, Mat_002 etc…
the specific THING I need to have access to, is the IMAGE TEXTURE in the copied material iterations.
How can I go and make EACH new material for each new object generated, have a NEW iterated name, so that THAT new renamed texture in the new material,in the new object, can be replaced with a UNIQUE, per-designated IMAGE?
2020-09-18 at 6:07 am #32989Yuri KovelenovDeveloper
- This topic was modified 1 month ago by GlifTek.
when you clone materials in Blender, the textures are shared between them, so if you try to replace a texture in one othem, it is replaced in all materials that share this texture.
To prevent this, you have to “unshare” the image texture in Blender, making it unique.2020-09-18 at 11:52 pm #33044
Oh I see…
The little “shield” icon?
See the setup I have now, is 20+ planes (2mx2m each) with the same material copied over and over as unique material makes, each with their own unique image texture already.
Replacing their image textures works fine now.
Thing is, I want to have the scene habe just ONE object/material/texture, then clone it however times users need, and use code to iterate the new materials and their textures add unique, (as I already have them, but just generated on the fly).
I have a previous version that does ALL of this, except making the copied(cloned) image texture be new and unique, ready to be replaced with unique image.
Current version works fine, but I’m trying to make it more dynamic and optimized.
I can rename the new objects and materials… But…
Any way to code the unique iteration of the cloned materials image texture?2020-09-20 at 5:01 am #33074Yuri KovelenovDeveloper2020-09-21 at 12:02 am #33085
That would be rad!
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