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Want to use the same material on two objects,but when trying to change the scale of material on one object the other gets also affected. How can I do it separately.

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  • $\begingroup$ make a new material and then copy the nodes from the other one $\endgroup$ – Michael Ben David Apr 21 '19 at 6:27
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If you have to use the same material, the most straightforward way would be to use the UV texture space,and give each object a UV map with its own transform (including scale)... but this is a 2D space.. (below)

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For 3D, you can use the Generated texture space, and manipulating that on the objects, using ShiftT > S (optionally constraining withXY or Z). (below)

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Or, you can use the objects' Pass Indices (set in the Object Properties > Relations panel) to discriminate between objects. In the node tree, That number can be picked up using an Object Info node > Object Index, and used any way you like.

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  • $\begingroup$ Thank You Robin, but how to use this with PBR materials. $\endgroup$ – neeraj Apr 22 '19 at 18:15
  • $\begingroup$ The texture in the answer governs the color of an emission shader ( Itself PBR, connected to a material output node in Cycles). The reason I haven't illustrated a full tree is that the scaled textures could be used to govern any aspect of a PBR material.. diffuse color, bump, metalness.. the list goes on.. I might be misunderstanding you.. if you'd like a particular use-case.. go for it.. (maybe edit the OP?).. I'll try to be more specific. $\endgroup$ – Robin Betts Apr 22 '19 at 20:21

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