PANORA|make Legacy Docs
  • Introduction
    • Licenses Differences
    • Installation
  • Starting a new Instance
  • Interface Overview
    • Builder Interface
      • Building Materials
      • Building Masks
        • Filters & Noise
        • Blending Filters & Linking Masks
      • Building Grass, Physical Mateirals & Adjustements
      • Global Settings
      • Manual Sub-Layer Drawing
      • LOOKDEV Mode
    • Exporting/Importing Presets & Materials
    • Texture Conversion
  • Setting Up Instance
    • Biomes Workflow
    • Adding Displacement
    • Making Holes in the Landscape
    • Landscape Caching
    • Using a Satellite Material
    • Using Atlasses
    • Performance Tips
  • Current state
    • Frequently Asked Questions - Solving Issues
    • Known issues
    • Changelog & Releases
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  1. Setting Up Instance

Performance Tips

PreviousUsing AtlassesNextFrequently Asked Questions - Solving Issues

Last updated 2 years ago

This section will cover a few Performance tips.

  • Using caching is very important to save performance. Even if you have to exclude layers for some special effects, use caching !

  • Avoid using a Metalness map, as it will require processing of the Sub-Layer to be done even though it may be cached otherwise ! It's as heavy as excluding the layer !

  • If your Sub-Layer is uncached, be careful of how many features you enable in the Material Options. Some like Triplanar will require the material to be sampled multiple times, or UV Variance will also sample additional textures and will make the Sub-Layer more costly overall. However, if the layer is cached then this is a non-problem.

  • If you are using Tessellation, use the Quality setting to adjuste the strength of the nearby Tessellation.

  • If you want to use a sub-layer only in a specific place, avoid using a Mask. Just paint it, and it will be calculated only in the landscape Chunk it appears in. (Sub-Layers calculated on specific chunks like this have their toggle in White in opposition to the blue ones which are calculated for the whole terrain.)

  • See the complexity below :

Sub-Layer 2 Manually painted with no masks
This chunk is the only one affected by the difference