Also, it is advised to set the format of Bitmap resources to Jpeg for minimising the size of published Substance 3D assets (SBSAR).
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- Grunge map 007
- Grunge map 008
- Grunge map 009
- Grunge map 010
- Grunge map 011
- Grunge map 012
- Grunge map 013
- Grunge map 014
- Grunge map 015
- Grunge rough dirty
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Performance optimization guidelines
Substance graphs
The more complex your Substance graphs are, the more processing power you need to render them. You should try to strike a balance between complexity and rendering speed.
This is especially important if you will use them in real-time graphics applications, such as games.
Generally speaking, nodes exposing custom parameters - that can be modified at run-time - should be placed as close to the end of the graph as possible.
This is because the output of each node is cached wherever possible. Therefore, the further up the graph your tweakable node is, the more outputs will need to be processed whenever one of those exposed parameters is modified. If your exposed node is close to the end of the graph, only the few nodes between it and the output nodes will need to be recomputed.
For example, if tweaking a uniform color at the beginning of your graph, all the following nodes will be recomputed. If you tweak a HSL node placed right before the output, only this node will be recomputed, greatly improving the performance of the graph.
Please make a good note of the following guidelines:
GENERAL PERFORMANCE-RELATED SETTINGS
GRAPH OPTIMIZATION
High values will seriously affect performance, so consider how the material is likely to be used and whether you can reduce the data sizes involved.
We recommend you learn more about node resolution (Output size) and inheritance in Substance graphs.
Color operations take four times longer than grayscale operations. Also try to minimize type conversions between color and grayscale.
The CPU version of the Substance Engine (SSE2) does not actually support 16-bit color or 8-bit greyscale. The GPU engine supports all 4 combinations of 8/16 bits and greyscale/color. Currently, only the CPU engine is used in Unity and Unreal Engine plugins.
Sometimes, downsizing some nodes doesn't affect the final result, but will affect performance. For example, using a Uniform Color node set to the same output size as the document is pointless: The Uniform Color should be set to Absolute [16px x 16px] and the subsequent node to Relative to Parent. Generally this trick works well for low-frequency images, such as Perlin noise.
This slows rendering performance.
For instance, the Tile Generator node will get slower to process the more patterns you add to it.
This factor will in fact draw more patterns. Affected nodes include noises, Cells patterns, etc. If you need a white noise pattern, don't use a noise with a very high scale value and use the White Noise or White Noise Fast nodes instead.
These include White Noise Fast, Fractal Sum Base, and Anisotropic Noise.
Functions are executed on CPU engine, except in Pixel Processors. If you are doing a lot of heavy image sampling (changing $pos coordinates) in Value Processors or FXmaps, there would be a lot of swapping between VRAM and CPU RAM, causing performance delays.
OPTIMIZATIONS FOR MOBILE USAGE
They are very performance costly.
Use downscale transformations instead.
Switch to color mode at the end of the graph.
SIZE OPTIMIZATIONS FOR EMBEDDED BITMAPS
Bitmaps have their Output Size set to 'Absolute' by default. This means that if the bitmap is connected through the node chain to an output, it will then force the final output to be the size of the embedded bitmap.
A node you insert after the bitmap will have its Output Size set to 'Relative to Input'. This means that the node will also inherent the size of the bitmap and carry this size down the node chain to the outputs. To correct this, you need to set the node after the bitmap to have its Output Size set to 'Relative to Parent'.
If the graph is set to have a dynamic resolution, you can change the Output Size on the embedded bitmap to be Relative To Parent.
This way, the bitmap size will change based on the parent graph and you won't get into a situation where the graph is processing higher resolution in the bitmap than what is needed.
Setting a Bitmap node to "Relative to parent" and publishing the graph to a Substance 3D asset (SBSAR) will save the bitmap at a resolution of 256x256 instead of its original size. It is advised instead to keep the inheritance method of Bitmap nodes' Output Size as 'Absolute' and use a Transformation 2D node set to 'Relative to parent' just after the Bitmap node.