It is just unnecessary to enlighten me that blender isn´t lightwave…right, you should know I know blender isn´t lightwave.
The description on how it should work was on the emphasis of easy workflows, not an exact copy of doing it the lightwave way…you should be able to understand this point of view and description referencing to how other software are doing it…without necessary being the same software.
And no…I do not assume all materials are restricted to be principle materials.where do you get that idea from?
The evidence for me nor assuming all materials as PBR…can be described in the words of…I have used other materials before, but that is really irrellevant, since I asked for a way to multi edit the principle materiasl of choice, not the other materials, or not if there are any more complex shaders inside the main material, I was looking for a way to tweak the channels on a simple pbr material, don´t assume I need something else, and if I do I would be incapable of recognizing that this workflow wouldn´t work.
Though, it could work the same there, just as in lightwave I can multi edit the standard materials, the old material system.
And…I am talking about the main channels, not individual nodes setups eoither.
There is no wall in my reasoning, if I want a multiple edit of the simpler single pbr materaisl, and not having your case file of different glossy setups, that is not a wall in my reasoning, but in yours since you assume very wrongly what I need for any given material.
It all just comes a cross as you are defending a lack of feature, and refering to other situations where you may not be able to tweak it, the foundation of this is equal in Lightwave, you couldn´t adress all materials, all surfaces in Lightwave nodal material as well, but that doesn´t prevent the dev team from many years ago to have a multi edit function for every material.
Otherwise, to not sound ungrateful, thanks for the other suggested ways.
Just selecting the surfaces/materials I want with a mutliple select, and change the values for the channels I want, isn´t that they easiest way you can do it, if I refer to this is how lightwave do it, do not make it in to a holy battle of software, just recognize if there would be an even easier way in blender, or similar way…or if we have to do it in more complex ways.
I do this multiple edit all the time, like if working on daz figures with split surfacing, but the shading needs to be the same, while the textures are different, so I just choose the two-three or four surfaces that should be the same, and adjust roughness or specularity etc, and all surfaces are changed but, textures intact…
is this a bad workflow you think?
If I encounter materials or create my own with more complex setups in the shaders, that is something I have to deal with then of course, but there are many cases I do not encounter that situation.
In blender I would have to go manually and edit each surface one by one, just tedious, and copy and paste surface wouldn´t work since you would replace textures to one instead of the consisting multitexture setup.