Texture > Create File Switch
Introduction
zFileSwitch allows specifying separate low- and high-resolution paths for a texture.
The low-res one can be used in the viewport, to reduce memory usage and scene load
times, and the high-res one can be used in renders.
Usage
Add a file switch node to files with Texture > Create File Switch.
In the attribute editor, set the high-res and low-res texture paths. Note that
if one doesn't exist, the other will be used automatically.
Toggle Use High Res to switch the current texture. To do this automatically,
create a render setup. Right-click the render setup layer and select Import User
Templates > zFileSwitch. This will import settings to set Use High Res
only during renders.
Click Refresh to reload the selected texture.
Attributes
-
output - The currently selected path. This should be connected to the
fileTextureName attribute of a file node.
-
highResolution - A path to the high-resolution texture.
-
lowResolution - A path to the low-resolution texture.
-
useHighRes - If set, the high-res texture will be used. Otherwise, the low-res one
will be used.
-
override - If set to "Off", useHighRes will be used normally. If "Force high-res"
or "Force low-res" is selected, the given texture will be used, ignoring useHighRes. This
allows switching to one of the two textures without disconnecting useHighRes.
Limitations
-
File textures can't reload their textures if their path attribute is connected.
This is a bug in the file node, not zFileSwitch. Use Refresh in the zFileSwitch
attribute editor instead.
-
Not all rendering features handle render setup local render overrides. If this
isn't supported, the render setup won't switch off the viewport override. Render
Sequence does support this. You can also use a separate render setup for rendering
if needed.
-
Paths will show up twice in the file editor, since it still shows paths for file
nodes even if the path is a connected attribute.