Bertus, you just taught me something.
I never noticed those buttons in the material window before, and I’ve been struggling with a problem which I think you just partially solved for me! Thanks!
To answer your questions, yes, there is a difference between linking the material to the object or the mesh, and it’s related to your previous question. It has to do with linked duplicates.
If you have two objects which share a mesh (linked duplicates), you can make sure that those objects always share a material, no matter what, by linking the material to the mesh data. That way, no matter how many duplicates you have, or what you do when editing the mesh, all copies will have the same material.
If you link the material to object, you can have two linked objects which always share the same shape, but have different materials. This can save a lot of work when you have lots of objects with identical shapes, but different colors.
And yes, it seems like it could have been just one button. I wonder why there are two…?
edit
After playing with it some more, I wanted to share a couple of notes:
–Objects can have two sets of materials mapped at once, one to “Ob” and the other to “Me.” You can switch between the “active” material (set) with the toggle buttons.
–If you aren’t going to use the mesh link or the object link at all, you can click the X button next to the material’s name to “unlink” it from the mesh/object.
–Material indices (indexes) work the same way, and remain linked to the mesh. That is, you can define multiple materials per object using Edit Mode, and the vertices assigned to each material index are part of the mesh data, so changing it for one object links across all objects sharing that mesh.
–If you link materials to object instead of mesh, you can assign different materials to each index of each object. So, “monkey.003” can have “dark_Fur” and “blue_Skin,” while “monkey.004” has “red_Fur” and “pale_Skin.”
This is a very powerful aspect of material assignment. I can’t believe I’ve been using Blender since version 2.31 and never knew about this…
