Rendering multiple color variations of 1 product?

It’s quite easy to make changes, because you will have the same “mesh data” in different scenes. So, if you change the mesh data (when you are in Edit Mode) it will replicate in every scene in your blend file. You can have linked objects from external files as well (asset browser comes handy in this case).
My advice is that you learn how Blender handles object and mesh data first.
I’ve never seen a video that covers this workflow very well.

Here is a video that maybe could help you, read my comments in this video as well:

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Check this one as well:

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In that case it’s different. We should be able to reference scene attributes in material node trees soon, which effectively means overriding materials on a per-scene basis. That’s not in yet (maybe 3.4), so you’ll have to use what everybody else suggested in the meantime. Changing material in geometry nodes should do it, you shouldn’t even have to create several scenes.

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@Bart_Van_Doornik make instances with Geometry Nodes, then use realize instances, then apply material to each one by index.

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@AlphaChannel your setup looks like the easiest of all. i see you switch every 6 frames to a new material. Really new to geoNodes. so…

  1. how do you assign the cube (or my shoe) to the group input?
  2. how do i setup my materials to have it switch every 6 frames?

Thanks.

Hi Bart.

You can add this geonode to your shoe in a couple of ways.|

Geonodes are modifiers, so Wrench/Spanner icon, add Modifier.

The materials are all to be on the model, so you will need to go to the material tab and add your materials in order of apperance there. first in the list here (red shoe) is Index 0.


This setup assumes you have a single material, containing multi shaders etc for each of your shoes.

However, as @Silex pointed out, there maybe a better way which is like this.

MATID.zip (776.8 KB)

This switches a collection of objects, so you can put all yr models in one collection, and switch.

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Great,
i think i got it. For me the first setup works fine. i am always using 1 model, so no need to switch models, only need to switch materials and camera angles. That is working!
i do need to change my workflow and get the material of the full shoe in 1 shader. Now i split parts (sole / upper …)of the shoe up for better material resolution. But maybe i can work with UDIMs in this way. Need to look into that…
Thanks for taking the time to explain.

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I have 3000 objects in my scene… I think I need a script to convert them all from object materials to instance materials…

EDIT: Thanks to Stackoverflow, this seems to work…

convert-material-slots-to-per-instance-slots.py (287 Bytes)

This is pretty cool because you can use an Input Value and maybe use scripting to change it’s value.

So if you had 2 RGB values for example (in the ColorRamp), then the input connected to the ColorRamp will be at 0, then at 0.5 and just like that you changed colors.