

Place nodes with exposed custom parameters as close to the end of the graph as possible: Finally, these images will also be converted to 8 bits for output.Ĭolor node operations take four times as long as grayscale nodes.ĥ. Use the appropriate bit depth based on your project needs:īecause it is to be used in SP, the speed must be guaranteed, and I will try to use 16-bit or higher-bit maps as little as possible unless there are special needs (mentioned earlier) or the quality of the height channel is affected. But don't use images smaller than 16*16 pixels, it will slow down rendering performance.Ģ. Typically, this trick works for low-frequency images, such as Perlin Noise. For example, it doesn't make sense to use a "Uniform Color" node set to the same output size as the material: "Uniform Color" should be set to "Absolute " and subsequent nodes should be set to "Relative to Parent". Reducing the size of some nodes will not affect the final result, but will affect performance. Since the material I create will be used in Painter, I will do my best to optimize the performance of the graph. If you set a parameter range without testing it, the material's usability will be greatly reduced. The difficulty is that I need to switch between SP and SD repeatedly to preview the effect of barnacles on the actual game assets. Setting the slider is very simple, you just need to export the corresponding parameters.
