latest verion of my Durham scene, mangaged to solve the noise in the mist channel problem and added sunbeams + mist in separate nodes in the compostior next i have to model the cathedral in rhe background
just to chime in on this as well: it's a totally interesting idea, but every time you expose all those variables and tweak them externally, you are just moving memory cost to the shader databases. you might save some texture memory but it'll be eaten up somewhere else, and then on top of that you have a massively expensive…
After importing one mesh into the scene, all subtools with this noise or artefact. Noise is turned off in the surface menu. After removing this mesh from the scene, the noise disappears. How can this problem be solved?
You may want to consider not storing metadata in file names at all. Instead use GUIDs and associate those to a database containing all your metadata. As you’ve found, trying to store data in filenames will inevitably get unwieldy at scale. So don’t. This solves your UX problem since you’re not letting users rename things…