Bulk editing for materials? #351
dibli-goost
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Feedback & Feature Requests
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For overriding all Material light groups I think maybe an easy way to implement that would be to do it inside a node in the Render node tree. For modifying all custom outputs for every node tree at the same time I can't think of a good solution. |
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One of my biggest frustrations with Malt right now is a lack of bulk editing for certain functions in Malt. Primarily for the light group settings and new property values on the main/pre pass outputs. (Unless if there is a way to edit them for all materials that I'm not aware of.)
If I want to change the light groups for all materials in a project, I have to manually go through and change each an every one of them. Which I know, it's a good idea to set them when you first create the material, but it's hard to experiment with them if I want to try new stuff out, and inevitably will lead to me not touching them if I have to edit 50 plus materials any time I want to mess with them.
If I add a new property to the main pass, for use in a screen pass for example, that property will get a default value for every material in the project, which is fine! Until that default value is not preferable for whatever process I'm gonna be performing. Then I have to again, edit every single material.
I'm not really sure how to implement bulk editing properly, and I'm sure that this is an issue with other aspects of the engine too, but I feel like it's a necessary workflow addition, it'll make managing large quantities of materials much more... manageable!
Maybe there could be an F3 searchable command for the light groups, set all material light/shadow groups to (X, X, X, X)?
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