I ran into a lil' problem. I went through the trouble of converting about 40+ of similar shader networks to one shader which uses the switch utilities to determine which file texture goes with what surface. All is well except for one thing... I can't duplicate the model anymore without loosing the texture assignment info
Do you guys know of any mel script or some other workaround on how to duplicate the model (preferably as an instance) so that the duplicated surfaces has the same textures than the original ones?
The only way I could think of is to export the model and import it to the scene again but this duplicates the textures, shaders and all which I really don't want...