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One possible optimization (not sure if it has any performance implications, but it may simplify/clarify the material graph): Perhaps keep a list of texture input nodes around and just re-use a node when a texture is used multiple times (with the same color space setting). In the example above, e.g. the input node for the front BSDF color could be re-used as input to the Mix BSDF node.
The text was updated successfully, but these errors were encountered:
Quoting myself from #32:
The text was updated successfully, but these errors were encountered: