when we get called to update a (Rhino RenderMaterial) material, for example, if the user opens the parameter editor for a colour, and starts tweaking it, we look at the RenderMaterial.RenderHash and use this to ensure that our materials are unique, yet that we can edit them again.
Unfortunately this doesn’t work, because as we click around on the colour wheel, the RenderHash is different each time, and we end up creating a new material each time, restarting our renderer.
Is there some different way we should be looking up materials, to get the desired reusability?
So then we are missing a unique and non-changing way to identify materials, if the name changes or the user loads a Rhino 5 scene.
When the material name changes, are we sent a message with the old and new names?
For us, a material is unique and persistent by name, regardless of what the values of the parameters are. We need some way to map from one to the other.