Okay, welcome to this quick, little bonus chapter.
So, I just wanted to show you some techniques on how to make your
graph on a little bit faster, and also how to expose some parameters.
So, as you can see, we have quite a large graph over here.
Now, there are a few classic techniques that we can make it run
faster.
One of them is that if you have a plain color that is not in the main
input.
So in this case, the main input is your background.
Then what you can do is you can click on the plain color and you can
simply set the width and the height down over here.
And when you do that, it will make your note a little bit cheaper.
However, it will not change the actual base resolution because it is
not the main input.
There is also a over here.
I believe it's this information know that used to be like
An optimization tool, but I don't know if they still have it inside
of.
Substance.
Now, I can't, I don't think they have it anymore because it was not
working too.
Well.
Anyway, but anyway, so that's one of the techniques.
Another one of the techniques is, if you, for example, have expensive
noises that doesn't that do not need a lot of resolution, you can also
fix those.
So if I go here, now these we cannot optimize they need a resolution
over here.
We have for example, a very blurry perlin noise.
It doesn't need to be 4K because there's not a lot of difference in
this noise.
Gene, for example, having it at 4K, or having it at, like, two gay, or
something like that or 1K even.
So, here, I met like 1K.
You can see that it's still
Okay, in this case, I'm not going to do that because it does actually
change our branches the way that we want them but you can change that
color.
I'm not going to do it specifically just because I need to keep it the
same way as it was before.
So I hope that now when we click export this it will still be the same
over here.
We have a perlin noise.
That is 4K.
This one we can get rid of or we can like lower down to a lower
resolution.
If you do not have this Ms.
You can go down.
Here.
And then to this little info button and you just want to turn on
display timings and that will display the milliseconds.
So you can see the now I'm at 5:12, a can see that I have reduced.
My Ms.
Just double-checking.
Yeah.
Okay, so I did not accidentally break it.
So with noises its most, most of these things to just about it's like
reducing the
Resolution.
If you can now for most of these pieces, we actually cannot really
reduce the resolution too much because we need all of them.
Another one is to reuse your noises, which I already did quite a bit
over here.
For example, I have like this black color.
I can once again, like down this way down.
I don't need the black color to be 4K.
Now.
It's not a really big safe in my expense of course.
So another thing that you want to do is you want to make
Sure, or you want to basically look and see where ever your Ms.
Are for example, really high like over here.
They are for hundreds.
But in this case it's because we have a custom generator here, but you
can sometimes have a look and see if you notice a Ms.
That is very high.
That should not be this high.
So then it will become yellow or grads but most of these are green.
If you are in the green, you're often in a good position.
Also, for your m is glues.
Since you already know this one, you can press GPU optimization.
So, yeah, just in general.
It's mostly about like tweaking some resolutions to clean up your
graph and reusing noises so that you have as little noise as possible
because they are often quite expensive sitting at the route 80,
milliseconds, for 4K texture, as you can see over here while all of
the other nodes, they often quite cheap.
Also, these generators are 24.
So sometimes in this case we needed an ad the scatterer, but sometimes
if you can
Use the tile generator because the tidal generator is only like a few.
It's like two milliseconds.
So it is a lot cheaper to use.
Okay.
Now let's say that we want to expose some parameters that we get very
quickly changed some stuff around.
We can do that very easily.
So if you go into your Force ground and click on the forest floor
tutorial over here, you can see that you have your parameters here, a
preview and presets.
Basically, what these do is if you for example
I'll expose the parameter.
You can find them in here and you can then set them to a specific
range.
Please, note that if you expose your parameter, you are no longer able
to edit it in here.
You are only able to edit it in the actual expose graph.
Let's say that we want to expose the amount of branches we have.
That's the nice thing about procedural.
If we change the punches, everything else should change with it.
So, I can go down here to this button and press exposed as new graph
input.
And I
Call this one who time ask or amount also places into your label.
And then for example, over here we can just go ahead and set this into
a group called generation because this all about like generating I can
press.
OK.
And now the cool thing is that we want to have the exact same amount
for the Y amount.
So we can go down here.
We can say X or we can click down here on Route amount and then it
will also do the same thing.
So that's it for
For our hoods.
Now, of course you can do scale, you can do rotation.
You can do all that stuff.
Now, another one that would be nice.
For example, our Stone amount, we can go over here and we can expose
this one and say, let's say a large Stone amount now, of course, this
is an example of.
So I will not do like a lot of exposing but let's say that.
Now I can control the amount of stones but I just want to show you
like a few examples.
Next over here, we have, for example
These that's all bark pieces over here.
Now, for those ones.
We already have a mask and I'm so, to be honest.
I'm not going to expose those.
That would just be like a little bit of Overkill same with like, over
here like my bunches.
You can expose it.
You can say, for example, Expose and say, like Bunch on the score
scatter underscore amount, but the annoying thing with these ones that
I didn't also need to expose my scaling because they, when we set the
amounts lower, of course, a scaling needs to
Hiatus to keep the same scale so I can do this on the X and Y, but
then I need to go down here.
Expose this one Bunch on the score scatter on the score scale so you
can see that this can.
Become quite a lot of exposed inputs like this.
But basically, we can just go ahead and we can also control for
example, like heightmap amounts.
If you just want to change the opacity, you can control the height map
amount of these kind of things.
That's moot, be nice.
If you, for example, make your make pieces smaller or larger than it
would be nice to have that.
A leaves.
Yeah, we can of course exposed the amount of leaves that we have if we
want to so we can go in here and do for example, expose leaves on the
score amount.
Yeah, let's only do one.
Just for an example.
I'm only going to do one.
So let's do that.
And also set this on the why amount?
And then let's go to our scaling and expose leaves on the score scale.
There we go, so we can do this one.
And just like that.
You can just keep going and going for like, a bunch of different
stuff.
So now I have like some leaves.
Same over here.
If I, for example, wants like control some of the color or something
like that.
I can even expose the actual colorful output values, but most of this,
I'm just going to focus on, like, some generation because we tweaked
our colors to be very specific.
So, let's say that now.
Okay, we have, for example, exposed everything we want, you can have
way more.
Now over here in the parameters, you can see all of these Generations,
you can even go to preview and then we'll what you can see is you have
this generation Tab and you can very quickly change some settings.
So what I like to do is I like to go to my presets.
And here we can actually set different presets based upon Our
Generation right now.
It is using the settings that we had before.
So we can go ahead and call this Main.
And then we can, for example, plus Nu.
And then we will have a new preset called Main.
then I can change this and I
for example, say
More.
Roots and leaves, and I can Jen, for example, plus new again.
And now we have another one, got more roots and leaves.
Now.
Let's say the time now, for example, go to my Norm map, just to
preview.
Remember, this is a large cough.
So this can take a while.
I can go up here and I can set my roots amount.
For example almost like double as you can see over here.
And yeah, okay, so then I would want to probably work a little bit
more on my scaling.
So let's set this to maybe like eight.
Over here and then give it a second to actually generate all of the
stones nicely around it because of the masking should work.
Of course, what does not work with our hoods?
Is that unique mass that we created, but that doesn't always mean that
it is bad.
We can, for example, say that we want to have like some more leaves
amounts and then also, like, Chase to leave scale to make it a little
bit bigger so that it actually compensates for it.
So we can do stuff like that, to maybe we want to.
For example, have a few more branches.
But then also change the Pain Scale a little bit.
So just like that we can do like a bunch of stuff.
And now if we press update on our more roots and leaves, you can see
that if I go back to my main, it will just set back all of the
settings to default, which means that we have our original texture as
you can see over here.
So, if I give that a second to actually reload by looking at my
loading bar down here, if I switch back, I should have
The same texture.
Okay.
Now if I go to my more roots and leaves, for example, one thing that
will not work is of course, our pine needles and stuff like that.
But what I can do is I can wait for it to reload.
I can go to Mom set, turn off my needles and my leaves.
And then if I for example, she did update here.
Now, if I just turn on and off my displacement,
And of course, that you would, for example, here want to like, tone
down your displacement, because your branches are less.
But now, you can see that.
Now, we have more leaves.
We have more punch and everything.
And I did this fairly quickly, but you can really refine this, and
make it look perfect.
And have massive, like, in the interfaces and just, like, really solid
ways to change your material.
So as you can see, that's looking pretty good.
What I'm going to do is I'm going to go ahead and I'm going to in do
the scale change that I did over here.
And I'm going to go back and set this one to be main because I do not,
I had such a nice material.
I'm not going to for presentation purposes changed anymore.
Now.
So having this done, I would go ahead and call this tutorial done
right now.
We're pretty much showed you everything I wanted to show you and I do
hope that you learned a lot from it.
I think we end up with a really nice looking material.
So it's all really solid.
We got like some nice presentation also, which is something that I
don't see a lot of people use this technique.
Although I'm also guilty of that.
I also don't often use it.
But yeah, so I really hope that you enjoyed this tutorial course, and
I hope to see you next one.