Users may have an existing scene with textures applied but no ultimate node group. We can still generate texture assignments based on the texture file names. This creates issues when users want a particular material like PRM or stage emission. This still makes it easy to change the material in Cross Mod, ssbh_data_json, etc since the time consuming part is texture assignment.
Another approach is to add an option to convert existing Blender materials to use the Smash Ultimate node group.
Users may have an existing scene with textures applied but no ultimate node group. We can still generate texture assignments based on the texture file names. This creates issues when users want a particular material like PRM or stage emission. This still makes it easy to change the material in Cross Mod, ssbh_data_json, etc since the time consuming part is texture assignment.
Another approach is to add an option to convert existing Blender materials to use the Smash Ultimate node group.