Bug reports
when using the eyedropper the material in the slots is not highlighted so you never know what material you are.
Bug reports
when using the eyedropper the material in the slots is not highlighted so you never know what material you are.
As I understand the concept, you can change the material color etc. to your likeness without changing any actual material. If you are done, press + and a new material is generated. If you want to change a specific material, tap on that and there is a visible selection frame around.
Same with eye dropper.
Looks like an improvement to me.
I just want a automatic square around the materiel that a have eyedropped plz.
That would cause a new material each time one eyedrops.
If you want a new slot, press plus.
You donât generate a color swatch each time you eyedrop in Photoshop.
Imagine the flood of materials while doing a paint job. Crazy.
No bug at all to me.
As @knacki said, itâs an improvements (it was noted in the logs).
Basically it now works a bit like a color swatch (think color swatch like in Procreate, although the UX is a bit different), but for material.
The reason why: sometimes you want to edit the material without overriding your saved material.
No i donât want New slot, imagine : i apply 4 matĂ©rial in my scene. I want to highlight one for use one another but if i eyedrop material is not sĂ©lected in slots material (its a bug) i make vidĂ©o later.
In french : en français parce que Google translate a lâair de pas bien expliquer ce que je veux dire. En principe si jâutilise la pipette sur un objet les matĂ©riaux qui est dĂ©jĂ dans les slots doit ĂȘtre mise en Ă©vidence quand on utilise la pipette, câest logique. Ici dans mon cas câest sĂ»rement un bug. Jâutilise la pipette jâai bien les rĂ©glages du matĂ©riaux mais il ne mets pas en Ă©vidence le slot alors quâil est prĂ©sent dans les slots
Ah ok your issue is specific to the eyedropper.
Indeed I forgot about it.
Using a long press like Procreate to âcopy current material to material slotâ could do the trick.
With that UX, maybe I could drop the âselected materialâ thing. Need to think about it more.
Ahh sorry, you are right.
@stephomi
In 3Ds Max old compact material editor, the used material of an selected object is automatically visually indicated.
A material which is not used in scene is not marked.
Sure, max works different as materials are linked to object. Is probably impossible or not that easy for Nomad.
But I like the idea to see all materials used in scene at once and to see which one is the material of selected object.
This case color picking would not be necessary that often.
Just for inspiration.