Is there a way to change mesh materials from Addons like Geo-Scatter and G-Scatter?

Like the title said, I do not see any other places asking this, but I need to find a way to change the materials (or texture paint them) from addons that have meshes I want (free and paid addons), especially those based on geometry nodes with the materials and meshes packed in the addons like Geo-scatter, G-scatter or ivy generators. I like going for different rendering and material styles based on project to project (mainly stylized), and not being able to change the vegetation materials or other mesh materials is a huge turn off from buying a lot of vagetation/scatter/geometry node based/general addons. If there is a way to get around this, I would greatly appreciate it (there are a lot of addons I want to try, but this issue is making them very inflexible for me to use them).

I donā€™t fully understand the question (language problem) :slightly_smiling_face:

Generally, it is a function that spreads a small number of objects widely. Not all of those objects are assigned their own materials.

It can be one material or several materials.
Itā€™s not an unmanageable level.

Hair particles, the basic function of a blender, are similar examples.

Changing the materials on a particle system inside of blender is not difficult. What I meant was, if I went on blender market and got a scatter addon that comes with its own assets, I canā€™t change the materials or texture paint those asset/meshes built inside of that addon. For example on addons like Baga pie, Geo Scatter, tree vegetation and such. Or changing the materials in this geometry based addon:



Sorryā€¦
I donā€™t know of a good solution since I donā€™t use that Addon. :slightly_smiling_face:
The best way is to ask the seller directly if that feature is available.

Or use the magnifying glass in the top right corner to find information about that Addon in ba.

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I canā€™t understand me too.
The addon you mentioned are tools to spawn objects.
The materials are assigned to objects.
So, now, the big differences good be if the materials are assigned in a static way or, letā€™s say, dynamic way like a GeometryNode network could be able to do. In latter way, you have to check if the material is assigned through a GN modifier or is it ā€œhard codedā€ inside the GN network.
Iā€™m not able now to do an example.
Probably tonight I will be.

If you have something to show us, it will be clear to understand where is the obstacle.

You might simply ask this here :

:grey_question:

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Most of these addons must have a folder where the original assets that are being scattered are saved. Just look for those files and modify the textures there.
Or make a copy of them on another folder and create your own library with just those models, with textures modified to your liking.

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Hi Jessie

Of course you can definitely do that!

Within our Geo-Scatter plugin you can access the original instances you scattered in the instancing panel, click on the little select icon to select the object in the viewport. From there you can edit your object mesh or material as you wish

For more info about our plugin feature you can check out our documentation website here

or ask questions on the Geo-Scatter blender artist thead

Cheers
Dorian B, Founder

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Note that if you choosed to scatter a linked item, youā€™ll need to edit the file in the original linked .blend file of course! :wink:

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I did not know such a feature existed. I spent so long looking this up, so this is very useful information. But, the meshes I want to edit would the ones from the asset library of the addon (so I am guessing I would have to find their original files to edit them??).Does a similar solution exist for other geo based addons like those building generators? They always seem to have the models and materials ā€˜packedā€™ into the node tree, but maybe thereā€™s also a folder where they can be modifiedā€¦

I fear some geo based addons have linked assets. It looks similar to when I drop an asset in the scene from an asset library, except the materials are greyed out/non editable (I have to go back to the original file to edit them). But since I canā€™t access the original file with an addon, is there some way to overwrite the material data, and give it a new material somehow?

Wellā€¦ alsmost same as above: you might ask the developer of any specific addonā€¦ here on BA ( have a look at the top right search feature ; :mag:ā€“icon) or there specific contact/docu-website ??

Also it would be almost silly to be only able to use their assetsā€¦ mostly they provide some so that the addon is usable right away. More like an example. Some provide in their documentation something like: How to use you own models.

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Unless the addon is using assets from an online repository, itā€™s probable that the addon installation folder has a folder with all of these assets that are being linked. In that folder is where you can edit the materials/textures of the models.

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I donā€™t know if this video will help.
I think this is the only material I can findā€¦

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It looks like this addon comes with at least some of the assets in a blend file. That does make it a bit easier to navigate this issue. Thank you!

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Not for us, looks like you may need to dig in their nodetree

Wellā€¦ alsmost same as above: you might ask the developer of any specific addonā€¦

Absolutely, best to contact the creator

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