Possible to create a shader/material preset that changes the dials but not maps?
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I have a bunch of hair items that are using the same custom hair shader "Blended Dual Lobe Hair" , but have unique opacity maps. I want to create a single shader preset for "brunette" or "blonde" etc that has the colors and dials that I can apply to these different hairs but that won't change their unique opacity maps.
From my testing is seems that all the shader and material preset save the texture maps as well. I know I've experienced that the uber shader can overwrite settings without changing maps, but not sure if that can be done with a custom shader.
Does anyone know a way to do this?
Comments
If you apply your custom shader somewhere, saving presets will use that shader. When you save a material or shader preset, after choosing your save location and filename, you are presented with a "Material(s) Preset Save Options" or "Shader Preset Save Options" dialog. You can select only the parts you want to save and/or de-select the ones you do not want. You can, for example, save a setting setting value (0-100%), but not the image file. You would need to first make a base material preset that puts everything in place at least once (or at least the parts that will be re-used), then use the stripped-down versions to target specific settings only.
Top right of the shader preset save option dialog is a little icon just under the close 'X', it's a little right arrow with 3 lines, click it, go to uncheck, uncheck all images and accept.
Oh snap, I never knew those options were there, that's perfect! Thanks!