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Goal

My goal is to keep a single source of truth while allowing instances to modify a few expected parameters (a material for example).

This way I can create a small object in a separate file, and create instances of it in many different files. Each instance would allow me to override a param from its default value for the material.

If I ever need to change all objects of that type, I'd just modify the main one.

It's a bit similar to Object-Oriented Programming, but using Blender objects instead.

Unreal Engine 4 has exactly this concept that I'm looking for when it comes to materials: https://docs.unrealengine.com/latest/INT/Engine/Rendering/Materials/MaterialInstances/

Does Blender Cycles have this concept of params for materials? Does it also have the concept of instances?

Example

File: Ball.blend

  1. Created a Sphere called Ball.
  2. Apply a simple diffuse material. By default the color is red. Instances of Ball should be able to choose a different color, so I want to create a param called 'color' for the material.

File: Beach.blend

  1. Shift+F1 to Link Ball into this file. Any changes made in the original Ball will be reflected here.
  2. I want to change the color of the ball to green, so I override the param 'color' to 'green'.

I could decide later that all balls should be glossy, so I could apply this shader to the main material and all balls are now glossy while maintaining the green color for my instance since I'm expecting a parameter in the material called 'color'.

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  • $\begingroup$ There are instances, and you can link them from other files, what we currently lack is a clean way to provide material overrides; for groups in an easy way at least; using scripting it may be doable. For individual objects libraries you can easily override materials using built-in tools. Improvements in that area are planned for the upcoming new version 2.8 $\endgroup$ Commented Dec 1, 2016 at 3:09
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    $\begingroup$ You are looking for drivers. As I just saw it in another question have a look at the CGCookie flexrig - the ui part of the rig lets you change colours in the materials. $\endgroup$
    – sambler
    Commented Dec 1, 2016 at 5:07

1 Answer 1

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This can be accomplished with Node Groups.

Grouping nodes can simplify a node tree by allowing instancing and hiding parts of the tree. Both material and composite nodes can be grouped.

Also nested node groups are supported. I.e. a node group can be inserted or created inside another node group.

For example, creating a 'GlossyMaterial' shader group with an input for color. Node Groups can be linked/appended across files and shared between many material instances.

Further resources:

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