Drag n Drop material to active slot.
When dragging a material from asset manager onto an object, currently it replaces the material at slot 1 in the material stack. It would be convenient if it would put the material in the "active" slot.
For instance, i have made a window. It has a frame with some material in slot 1 and a glasspane that I would like to have a glass material. I then add another material slot to the object. Witch that empty slot selected I would like to drag a glass material from the asset browser onto the object and the material would go into the empty material slot I have selected.
3 Comments
I think the problem here lies with the empty Material slot you are using. As soon as any material is assigned, Blender works the way you describe above, already. The active material slot will be replaced via drag and drop.
I'm not against the idea but it's almost too specific a scenario to require addressing. You can currently drag the material asset onto any material slot (active or not) within the material properties.
You should change this to being a 3D viewport and Asset Browser category request because what you're talking about only occures in the viewport.
Edit: Also to note, if the materials are already assigned, when you drag a material asset onto a part of the object it will directly add the material to that material slot. So for your example, if you have the 2 materials assigned to the different parts of the whole window, one for the window and one for the glass, when you add drag the glass material onto the glass part of the window it will assign it. Which seems to be as good as you could ask for to be honest.
I mean I could be wrong but I don't think it does actually replace the slot 1 material unless you only have one material (assigned, if you have extra materials unassigned they don't do anything. You have to let Blender know which bits are supposed to be a different material). Let me know. I used three cubes as a single object, each assigned with their own material (so three total) and the materials I added were linked assets if you want to check.