Material duplication on scene load, any workaround?

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DrHemulen
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I'm having this issue with materials assigned to multiple objects being duplicated when i load a scene. Let's say I have a simple scene with 5 boxes, and one material which is assigned to all of them. Every thing looks fine. I save the scene and reload it. Now I have 5 identical materials, one for each object. An example:

Image

When I created this scene, there was only one of each materials.

Is there any workaround for this? I know it's just an annoyance, but in larger scenenes, I kinda lose track of things.
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SiliconAya
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Don't know of any workaround and it's damn annoying, especially when you add in the removing custom materials and replacing them with auto generated ones, which can really screw up a long render if you don't notice it's happened.

It splits the material so there's one for each object it's applied too, if it's applied to multiple.
Hubby72
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I am not really sure about this.

I had this in one scene as i used stonemason Urban City 2 which really had lots of materials in. Many of them are duplicated.
As i reached my RGB limit of 144 i was trying to come forward by deleting objects and was wondering it has no effect at all.
In the list like you had shown above the number of instances is counting down. but RGB count did not decrease.
So think at least the plugin is just only showing how often this material is used - but it does not mean that is it loaded multiple times. Otherwise it deleting those objects should have an effect on the texture memory and use RGBs or not ?
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DrHemulen
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I don't think it's loaded multiple times, or texture mem would be completely thrashed. It's just annoying to navigate in.
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Spectralis
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I'm not sure if this helps but this is my experience. When I use auto load materials in a scene then multiple objects can share the same material but if I load a new Octane Render material to an object in that group, that object then separates from the group with its own material. So if I want to maintain multiple objects using the same material I don't change any of their materials after auto load.

I have a scene with two mirrors both sharing the same materials. I can change their materials without them separating because they are one object but if they were two separate objects in a group sharing the same material then if I changed the material of one of the mirrors then this would break the group sharing of materials. I think this is how it works.
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Isotemod
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I think there is confusion here on what the reported problem is.

If 1 octane material is assigned to multiple daz materials for example glass in a window when each window is its own object.

Save the scene.

Load the scene.

There is multiple copies of the original octane material sometimes one for each daz window material.

At this point I can't make changes to just one material to alter each window.

I would need to either change each new octane material created or relink 1 material to all and delete the extra unneeded copies.

On 1 occasion 3 of my windows stayed linked whilst copies of the material were created for the other 5 windows.

I've not been able to reproduce this in a simple scene with just simple primitives
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DrHemulen
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I think I found a workaround: Don't save as scene, save as scene subset.
This seems to keep the material list at it's initial size.
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Isotemod
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DrHemulen wrote:I think I found a workaround: Don't save as scene, save as scene subset.
This seems to keep the material list at it's initial size.
Scene subsets don't save render or environment settings thou do they?
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DrHemulen
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I don't think so, so it's certainly not perfect :(
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