Linked color for unlinked materials?


Rookie question here…
Let’s say I needed to render this texture plate in multiple colors.

as I understand it, each swatch would be a separate unlinked texture right? However the color is always the same; so is there a way to link the color while the material itself remains unlinked?

[In modo, the color layer would be an “instance” of the color layer used on the body and therefore would always present the same hue no matter what the texture layers did. How do I recreate this relationship in Keyshot?

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Hey Bryan! You are correct. Unfortunately there’s no way to link the colors of multiple bodies with different textures. Your best bet is to just copy and paste the hex code onto each material as needed and set up a multi material for each one so you can cycle through.

You could merge all of the swatches and board into a single solid body outside KeyShot, or you could export as an stl and re-import. That would accomplish the same thing. From that point the entire board and swatches would be a singular body and what ever color change you make will be applied to everything.

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A workaround we were toying with is to create a JPG/PNG/PSD that’s just a solid single color in photoshop/illustrator can be any dimensions, and use it as a shared/linked image with your different material settings. Because you’re essentially working with an offline linked document as the color source it will pull the file everytime the file is opened or when you refresh the material’s image source. One way of organizing this is to purposely over-write a file in a common location before you open your template, open the template, let the color populate, and then do File>Localize Scene Contents (it’s like creating a KSP but without saving the KSP file) and choosing a folder named with the color. This way you can save your individual files out with their static color, but have a working template that pulls a swatch color from a common source.

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