---
title: Material Library Color Name Displays With “#1” After Applying to Scene
description: Learn why KeyShot adds “#1” to material names when applying colors from a library and how material instance behavior affects naming.
---

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# Material Library Color Name Displays With “#1” After Applying to Scene

## Why KeyShot appends “#1” to material color names and how material instance behavior affects naming.

#### **Issue Description**

When applying a material color from a material library to an object in the scene, KeyShot automatically modifies the name by appending **“#1”** at the end. Users relying on standard color naming conventions may find this behavior inconsistent, especially when working from a shared or standardized color folder.

Example:

- Original color name: **ANT-Blue\_210**
- Name in scene after applying: **ANT-Blue\_210#1**

This occurs even when the color name is short (e.g., 12 characters), so character length is not the cause.

#### **Environment**

- KeyShot (any version with material instancing behavior)
- Windows/MacOS

#### **Cause**

This behavior is **intentional**. KeyShot does **not** allow two materials with the exact same name to exist in the same scene.

When you apply a material from a library:

- The first instance is automatically renamed with **“#1”** appended.
- If you apply the same material again **unlinked** or **unlink** an applied material on another part, KeyShot continues numbering (**#2**, **#3**, etc.).
- The “#1” does *not* replace or truncate the original name—it simply identifies the first instance of that material within the current scene.

This prevents conflicts between multiple materials sharing the same name and ensures each instance can be uniquely referenced.

#### **Resolution / Expected Behavior**

This is normal and expected behavior in KeyShot. There is currently no setting to disable material instance numbering.

**Additional Notes:**

If you have additional questions about material workflows or naming behavior, please contact KeyShot Support.

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