I’m working on a project where most of my materials are generated at runtime using Dynamic Material and Dynamic Graph Instances.
I’m doing it that way so I can have some per object personalization, like changing color, roughness etc without having to manage multiple graph assets.
My doubt is: what is the best way to manage these graph instances so I can minimize my vram usage.
A situation it might happen, for example:
A 3 store building with 9 similar apartments, each with 3 identical showers. For each shower, my blueprint would create and render a graph instance, so, 81 identical graph instances rendered (3 x 3 x 9, I’m not considering level streaming). Is there an already implemented way to optimize this situation?
In addition, substance unreal documentation mentions a “generation mode”. Is that deprecated?
Hope I made myself clear.