I want to delete all materials on all meshes and only add one default material to all meshes? I tried the "Copy Material to Others", but it's not working.  I still have some materials somewhere. Like this in the box:   EDIT: OK, I got it now. The problem was, that some objects were hidden. So the "Copy Material to Others" didn't worked. When you open the file, then first press "Alt + H" to unhide all objects. Then do the "Copy Material to Others". Save file and open it again.
89930
Is there a quick way to delete all materials in the scene? I have a scene containing 20+ materials and all linked to objects. I'd like to remove all the materials from my blender file.
68916
When you add a new mesh, the overlay appears in the bottom left of the screen allowing you to change certain properties. Recently, however, when I try to click on any setting, the box disappears. I've tried clicking, dragging and any combination of both, but the overlay doesn't respond and vanishes as soon as you release the mouse button.    Obviously you only get one chance to change these properties - so I'm stuck without it.  Could an add-on be causing the problem?
45856
I have a quick question. Looking at the next GIF that I made, what is the quickier way you can come up with to delete the excess material that goes beyond the wall? It is basically the attachment of the handrail to the wall what is giving me this "problem".    My solution would be using the boolean modifier with a cube or something, so obviously I know how to do it. But I'm looking for the best solution, i.e., does Blender let me select the excess material in any way? For example, is there a quick way to intersect those planes? I read about intersecting planes in Blender and seems like a difficult task (not worth it in this case). So I discarded that solution.  Thanks.
102753
I want to delete an object. So I press the Delete button and then a menu pops up and I select vertices. But then the object still appears in the outliner. I still see "cube' there.
9319
So, I'm working on a control station that has buttons. It is a one-mesh creation, that means, I don't want to create buttons and things like that separated from the main mesh, but as you can see, I have problems. I would like to make the highlighted parts to be one with the main part around them. I've tried everything, and I have this problem on multiple creations. Any idea?  Update: I've added another example of the problem. I want them to be one face, instead of two. (2nd picture)
35889
how do you make clothes move along with your model? Do you rig the model first and then parent it to the body of the character then click cloth simulation? I am a little bit confused with the process. Thanks for the help.
16396
I am trying to write a little script that checks if mesh has more than one material, and if it does, remove materials until there is only one left on the item. Here is what I have so far: import bpy for ob in bpy.data.objects:     number_of_mats = len(ob.material_slots.items())     if number_of_mats &gt; 1:         for i in range(number_of_mats-1):             # remove material here?  I cannot seem to figure out the method to remove a mat at this point. Any suggestions?
49418
I'm using 2.8  Is there no default short key combo to remove duplicates now?  I see that I can quickly add a shortcut for it - but it seems to me that it's something that should be in the mesh (w) menu. I use it all the time.  Thanks!
19560
I want to create a new material based on an existing material. For that a need a copy of the existing material as a starting point. How can I make such a copy?
57690
Hello blender community.  Could someone please let me know how to fix this issue? I have one material for the whole face and a different one for the lips.  there's a noticeable edge that I want to get rid of. I just want it to have an ease fade instead of a sharp edge.   what's the best way to go about this?  Thank you in advance!    Finished Update  I wanted to give an update on how it was fixed with @hexbob6 and @Lemon 's help.    I needed two textures. One is the actual colored version and the 2nd is the black and white masked version. Hexbob6 described very well on the process here:   A: The node process on how to do it.    The B/W masked texture is going to be connected to the Fac of the mixed shader along with its UV coordinates. Make sure the image is on clip instead of repeat. the 1st shader is going to be the black part of the B/W masked texture. An important thing to note is if you have a texture already for the object, be sure to connect the other UV coordinates! the 2nd shader will be the white part of the B/W masked texture.   B: This section is the UV layout called "mainUV" where all the color goes.  C: This section is the B/W masked texture to focus on the lips.  D: Just the render view  E: Best way to texture something is to be able to see it in 3D view and texture paint.  F: Just showing that there are two textures to keep track of. One is the main UV and the 2nd is to focus on the lip.   That was it. Once again thanks to those who replied and helped me figure this problem. In the process I learned other things that I didn't know about blender even though I've been using it for years.
42018
This particular blend file is messed up. I'm not sure what I did or pressed. If I open a new blend file everything works fine but in this one the materials tab is missing and the render properties is also missing some things. I don't want to start over my project. I have tried a day and a half to figure this out.
116542
How can I change my object material to an image texture? I want to be able to export a blender material applied to an object as (for example) a .png file. Is this possible ?
17765
Is there any addon that will allow me to merge multiple different meshes into one solid mesh?  I've spent a great deal of time constructing a fancy window frame, but I made it out of multiple individual meshes.
53692
All the tutorials I've found so far on adding texture refer to UV-unwrap the mesh, then using an image/jpg. I noticed other things like "clouds" etc. in the object's Texture Properties panel.   I've played with making these textures but cannot find how to apply them to a surface or material.
118535
I have a problem that is occurring when I try to add multiple UV maps to one object. When I select a vertex group and unwrap, it works fine, unwrapping just that vertex group to a UV map. The problem is when I select another vertex group and make a new UV map then unwrap, it unwraps that vertex group, but in the UV editor it still shows the previous unwrap in that UV map. I know that it is not just showing up because of "keep mesh in sync" because when I select the previous UV map, the vertex group from the UV map made after that one does not show up in the previous one. It seems every time I make a new UV map, the UV map from before automatically shows up in the new one, regaurdless of using a different texture. I am also making sure that I have just the faces that I want selected when I unwrap. Any help would be greatly appreciated.
81173
So, as a newbie relatively new to blender, I started doing some texture mapping (blender internal Render). I created a texture for the main object and a couple of transparent decals to decorate it. (basic effects made in GIMP). Simple stuff, just to know how it works.  After unwrapping, having 2 UV maps made, creating both new material and textures, enabling UV mapping coordination I always end up with:  - all - 1 faces of the cube being covered nicely in the main texture  - 1 face covered in blank material with a decal in the middle of it  - the whole thing partly coated by a huge "stain" of a decal  So, the problem is that I can't layer textures correctly. Is there a way to have one texture covering everything and more transparent ones on top of it? I am working on a bigger project right now and having this ability would be useful
80704
I can't seem to get these particular faces to take the UV Mapping. I selected the entire object, entered edit mode, hit U>Unwrap.   The rest of the mesh takes the uv wrapping, but not those faces for some reason.    It looks normal in solid mode.     Does anyone know what could be causing this?