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  • Published 2 Aug 2022

Remove or Unassign option for Material Properties

In the Material Properties menu, you have three options:

Assign, which applies the material to your selected faces.

Select, which allows you to select the specific faces assigned to that material.

Deselect, which deselects the specific faces.

However, what if you want to unassign. or remove specific faces from a material that you previously assigned?

.....You can't. There is no option to simply remove faces from the selected material.

Use cases I can see is if you're trying to edit the 2D eye textures of a model so that way you can move each eye individually with the Mapping node. That's just the first use case I can think of, because I'm trying to do it right now.

Plus, this would add consistency. How can you have a way to assign faces to a material, but no button to remove said faces from the selection?

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Development Status: Open

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davideugenerozierjr
2 Aug 2022

3 Comments

gymreading

I have the same question. For example, I model a panel with buttons on it. It's all one object.

I assign a blue texture to the whole thing, and then in edit mode I assign a red texture to just the buttons. But I made a mistake: I accidentally assigned red to a few faces on the panel too.

Now I want to remove ("unassign") the red texture from those faces. But there's no unassign button. There's no way to remove the red texture from just those errant faces... So my only choice is to remove the red texture from the whole object & then select the buttons again & assign the red texture more carefully.

If there were an "unassign" button, I could just remove the blue from the accidental faces.

zuorion

Imposible feature.

Faces cannot don't have material, there always is as there are always triangles.

Faces just store int with material they have. If there is no material, then it uses generic material, just like any other renderer (eg. Unreal,Unity,etc.) does.

This setus the same from renderer point:

Nodes_and_Noodles

There's no button to remove a material from polygons because you typically don't want polygons with no material assigned, instead you'll want to swap one material for another. However, if you really want polygons with "no material" attached (there will be one because Blender will create a temporary basic material in order to display the polygons), create a new material slot with no attached material and assign that slot to your polygons.