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changing the material in a slot does not save for one object.
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System Information
Linux bubastis 3.10.25-gentoo #10 SMP Thu Jan 30 22:17:35 UTC 2014 x86_64 Intel(R) Core(TM) i7-4800MQ CPU @ 2.70GHz GenuineIntel GNU/Linux
01:00.0 VGA compatible controller: NVIDIA Corporation GK107GLM [Quadro K1100M] (rev a1) (prog-if 00 [VGA controller])

Blender Version
Broken: 2.70
Broken: git bc9e66f0830627e807f720dca4b9d5d8d39e732a

Short description of error

I have an object with the wrong material on it name "frog". I go into the materials pane and change slot 1 to "frog skin 2". I save the .blend file.

When I open the .blend file again the material in that slot is "frog skin" once again (not the new material I just selected and saved).

I will attach the .blend files (there are two since materials and armatures are linked)



Event Timeline

Robert Forsman (mutantbob) created this task.
Robert Forsman (mutantbob) raised the priority of this task from to Needs Triage by Developer.

This is the .blend file that exhibits the problem for me. It is dependent upon the second .blend file for linked armatures, materials and stuff.

This is the auxiliary .blend file which has the armature and materials.

Bastien Montagne (mont29) claimed this task.

The issue here is that by default, in Blender, materials are linked against data (i.e. mesh), not objects. Since your frog mesh is also linked from another lib file, you can’t change the material linked to it.

The solution is easy: link that slot’s material to the object (dropdown just besides the 'node' toggle, in same panel as slots) instead of the data, and you will be able to save your new material assignments.

Not a bug, thanks for the report anyway. :)

Using per-object materials solve the problem.

Perhaps the REAL problem is that the UI gives NO indication that changes to per-mesh materials on a linked mesh can not be saved.

The screwy thing is that you can change them in the UI and render images based on the changed materials. You just can't save them.

New proposed bug title: "per-mesh material_slots on linked meshes can be edited, but not saved".

I'd say it's a low-priority RFE for the UI to indicate that per-mesh materials can not be edited. Maybe grey out the menu button and material name, just like how the properties of a linked material are greyed out and uneditable.