Change Materials with driver


I want to fade 2 materials with drivers.
Unfortunately, I’m getting nowhere.

Does anyone have a tip or tutorial for me.

Or is there perhaps another solution?
Here’s the problem.
I have about 100 objects that all have the same material.
I have to fade in these objects one after the other.
Normal keyframes are not possible, because they change the material of all objects.

Now I wanted to try to control the whole thing with drivers, but… see above

Many greetings

Fading a material via driver will do the same as keyframing a node in the material - it will be the same on every object in the material.

Have a look at the Object Info node - it may be that it has a way of doing what you want to do.

Hi yogyog,
thanks for your answer.

That’s bad news.
I had thought, because each object has its own material timeline, that you can control the material of each object individually without affecting the others.

Let’s see if I can do it with the Object Info node.
But I fear that the control (the fade in) is too inaccurate.

Thank you very much for your help

What are you trying to do? There may be a workaround.

I forgot to mention, I want to do it with Blender 2.8 (Eevee).
(There are between 2000-3000 images in FuLL-HD and Cycles is just too slow.)

And in Blender 2.8 the Object Info node does not yet work.
So I forget the fade-in and use the build modifier instead.

  1. I also has the same problem. I use driver to connect properties from controller, into shader node to change te texture of the model. It works when i open this asset. But it won’t work when i try to Link and Library Override. Still works with Make Proxy. It’s quite simple and basic, but still not resolved in 2021.

Edit : Looks like it’s resolved in 3.0.0, but not yet in 2.93 LTS.

Object colour is a thing. I think it can be controlled by drivers, it’l can be different for each object, and it can be used as an input via the object-info node. And a colour is really 3 numbers over 0, you can basically do anything with it in the material node-tree.

Combine all objects and keyframe ramp’s Pos: values. In Blender you can keyframe all value input fields.