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VRCFury makes a duplicate material for every single mesh, causing issues with d4rks. #265
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This has actually been a feature for a long time. A copy is only created if you are using a feature which requires changing the resting state of the material, such as an |
In reality what I would prefer anyways is a way to set an off state for a toggle, rather than using |
Is merging identical material assets after most processing steps are done a possible option? |
Yeah it can be done: KaelanDuck/VRCFury@main...feature-merge-same-material-assets But on second thought this kind of post-optimisation probably doesn't belong in VRCFury, probably better to wire it into darks optimiser. Don't know if it has side effects either |
in my experience, this seems to be applied for no reason when not needed. I'm trying to merge a bunch of meshes with AAO, and they only have 1 thing animated in a property, a Poiyomi UV Tile animation. It shouldn't need to make a seperate material for this and if it hadn't of made a seperate material, it would of acted the same, except now my avatar has extra material slots, and now it's harder for me to optimize my avatars. There has to be a way to disable this. |
Duplication of materials was added in a recent update to VRCFury, but a new material is created for every single mesh rather than reusing the same material. I'm under the assumption this is so that you can set certain fields as animated in Poiyomi. It would be better if it were to only make a new material for individual meshes if the animated fields need to be different. Due to this feature, d4rks avatar optimizer fails to detect that multiple materials are merge-able and so it never optimizes the material slot counts. Thanks
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